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<body>
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<h1>[name]</h1>
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- <div class="desc">A 4x4 Matrix.</div>
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+ <div class="desc">A class representing a 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].</div>
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<h2>Example</h2>
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@@ -42,148 +42,170 @@
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<h3>[name]()</h3>
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<div>
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- Creates and initializes the matrix to the identity matrix.
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- </div>
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+ Creates and initializes the [name] to the 4x4
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+ [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
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+ </div>
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<h2>Properties</h2>
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<h3>[property:Float32Array elements]</h3>
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- <div>A column-major list of matrix values.</div>
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-
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- <h2>Methods</h2>
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-
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- <h3>[method:Matrix4 set]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] ) [page:Matrix4 this]</h3>
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<div>
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- Sets all fields of this matrix to the supplied row-major values n11..n44.
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+ A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
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+ list of matrix values.
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</div>
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- <h3>[method:Matrix4 identity]() [page:Matrix4 this]</h3>
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+ <h3>[property:Boolean isMatrix4]</h3>
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<div>
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- Resets this matrix to identity.
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- </div>
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+ Used to check whether this or derived classes are Matrix4s. Default is *true*.<br /><br />
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- <h3>[method:Matrix4 copy]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
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- <div>
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- Copies the values of matrix *m* into this matrix.
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+ You should not change this, as it used internally for optimisation.
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</div>
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- <h3>[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] ) [page:Matrix4 this]</h3>
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+
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+
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+
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+
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+
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+ <h2>Methods</h2>
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+
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+ <h3>[method:Array applyToBuffer]( [page:ArrayBuffer buffer], [page:Number offset], [page:Number length] )</h3>
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<div>
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- array -- [page:Array] The array to read the elements from.<br />
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- offset -- [page:Integer] optional offset into the array. Default is 0.
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+ [page:Array buffer] - An [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer]
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+ of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...], that represent 3D vectors.<br />>
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+ [page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.<br />
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+ [page:Number length] - (optional) index in the array of the last vector's z component.
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+ Default is the last element in the array.<br /><br />
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+
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+ Multiplies (applies) the upper 3x3 matrix of this matrix to every 3D vector in the [page:ArrayBuffer buffer].
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</div>
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+
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+
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+ <h3>[method:Array applyToVector3Array]( [page:Array array], [page:Number offset], [page:Number length] )</h3>
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<div>
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- Sets the elements of this matrix based on an array in column-major format.
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+ [page:Array array] - An array of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...],
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+ that represent 3D vectors.<br />>
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+ [page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.<br />
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+ [page:Number length] - (optional) index in the array of the last vector's z component.
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+ Default is the last element in the array.<br /><br />
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+
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+ Multiplies (applies) the upper 3x3 matrix of this matrix to every 3D vector in the [page:Array array].
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</div>
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- <h3>[method:Matrix4 copyPosition]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 clone]()</h3>
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+ <div>Creates a new Matrix4 and with identical elements to this one.</div>
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+
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+ <h3>[method:Matrix4 compose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
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<div>
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- Copies the translation component of the supplied matrix *m* into this matrix translation component.
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+ Sets this matrix to the transformation composed of [page:Vector3 translation], [page:Quaternion quaternion] and [page:Vector3 scale].
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</div>
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- <h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 copy]( [page:Matrix4 m] )</h3>
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+ <div>Copies the elements of matrix [page:Matrix4 m] into this matrix.</div>
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+
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+ <h3>[method:Matrix4 copyPosition]( [page:Matrix4 m] )</h3>
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<div>
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- Creates the basis matrix consisting of the three provided axis vectors. Returns the current matrix.
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+ Copies the translation component of the supplied matrix *m* into this matrix's translation component.
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</div>
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- <h3>[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]</h3>
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+ <h3>[method:null decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
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<div>
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- Extracts basis of into the three axis vectors provided. Returns the current matrix.
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+ Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
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</div>
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- <h3>[method:Matrix4 extractRotation]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Float determinant]()</h3>
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<div>
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- Extracts the rotation of the supplied matrix *m* into this matrix rotation component.
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+ Computes and returns the determinant of this matrix.<br />
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+ Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
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</div>
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- <h3>[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4 this]</h3>
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+ <h3>[method:Boolean equals]( [page:Matrix4 m] )</h3>
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+ <div>Return true if this and [page:Matrix4 m] are equals.</div>
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+
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+ <h3>[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
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<div>
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- Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
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+ Extracts basis of into the three axis vectors provided. Returns the current matrix.
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</div>
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- <h3>[method:Matrix4 multiply]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 extractRotation]( [page:Matrix4 m] )</h3>
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<div>
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- Post-multiplies this matrix by *m*.
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+ Extracts the rotation of the supplied matrix *m* into this matrix rotation component.
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</div>
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- <h3>[method:Matrix4 premultiply]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] )</h3>
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<div>
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- Pre-multiplies this matrix by *m*.
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+ array -- [page:Array] The array to read the elements from.<br />
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+ offset -- [page:Integer] optional offset into the array. Default is 0.
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</div>
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-
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- <h3>[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4 this]</h3>
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<div>
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- Sets this matrix to *a x b*.
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+ Sets the elements of this matrix based on an array in column-major format.
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</div>
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- <h3>[method:Matrix4 multiplyToArray]( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 getInverse]( [page:Matrix4 m] )</h3>
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<div>
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- Sets this matrix to *a x b* and stores the result into the flat array *r*.<br />
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- *r* can be either a regular Array or a TypedArray.
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+ Sets this matrix to the inverse of matrix *m*.<br />
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+ Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
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</div>
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- <h3>[method:Matrix4 multiplyScalar]( [page:Float s] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Float getMaxScaleOnAxis]()</h3>
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<div>
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- Multiplies every component of the matrix by a scalar value *s*.
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+ Gets the maximum scale value of the 3 axes.
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</div>
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- <h3>[method:Float determinant]() [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 identity]()</h3>
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<div>
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- Computes and returns the determinant of this matrix.<br />
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- Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
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+ Resets this matrix to identity.
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</div>
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- <h3>[method:Matrix4 transpose]() [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], )</h3>
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<div>
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- Transposes this matrix.
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+ Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
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</div>
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- <h3>[method:Matrix4 setPosition]( [page:Vector3 v] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] )</h3>
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<div>
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- Sets the position component for this matrix from vector *v*.
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+ axis — Rotation axis, should be normalized.
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+ theta — Rotation angle in radians.
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</div>
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-
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- <h3>[method:Matrix4 getInverse]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
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<div>
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- Sets this matrix to the inverse of matrix *m*.<br />
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- Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
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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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- <h3>[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
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<div>
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- euler — Rotation vector followed by order of rotations, e.g., "XYZ".
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+ Creates the basis matrix consisting of the three provided axis vectors. Returns the current matrix.
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</div>
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+
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+ <h3>[method:Matrix4 makeFrustum]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] )</h3>
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<div>
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- Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.<br />
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- Default order is *"XYZ"*.
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+ Creates a [page:Frustum frustum] matrix.
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</div>
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- <h3>[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
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<div>
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- Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity.
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+ Creates an orthographic projection matrix.
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</div>
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- <h3>[method:Matrix4 scale]( [page:Vector3 v] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makePerspective]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
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<div>
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- Multiplies the columns of this matrix by vector *v*.
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+ Creates a perspective projection matrix.
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</div>
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- <h3>[method:Matrix4 compose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] )</h3>
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<div>
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- Sets this matrix to the transformation composed of *translation*, *quaternion* and *scale*.
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+ euler — Rotation vector followed by order of rotations, e.g., "XYZ".
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</div>
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-
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- <h3>[method:null decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]</h3>
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<div>
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- Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
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+ Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.<br />
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+ Default order is *"XYZ"*.
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</div>
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- <h3>[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] )</h3>
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<div>
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- Sets this matrix as translation transform.
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+ Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity.
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</div>
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- <h3>[method:Matrix4 makeRotationX]( [page:Float theta] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeRotationX]( [page:Float theta] )</h3>
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<div>
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theta — Rotation angle in radians.
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</div>
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@@ -191,7 +213,7 @@
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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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- <h3>[method:Matrix4 makeRotationY]( [page:Float theta] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeRotationY]( [page:Float theta] )</h3>
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<div>
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theta — Rotation angle in radians.
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</div>
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@@ -199,7 +221,7 @@
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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>[method:Matrix4 makeRotationZ]( [page:Float theta] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeRotationZ]( [page:Float theta] )</h3>
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<div>
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theta — Rotation angle in radians.
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</div>
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@@ -207,55 +229,63 @@
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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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- <h3>[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] )</h3>
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<div>
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- axis — Rotation axis, should be normalized.
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- theta — Rotation angle in radians.
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+ Sets this matrix as scale transform.
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</div>
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+
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+ <h3>[method:Matrix4 makeShear]( [page:Float x], [page:Float y], [page:Float z] )</h3>
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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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+ Sets this matrix as shear transform.
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</div>
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- <h3>[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] )</h3>
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<div>
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- Sets this matrix as scale transform.
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+ Sets this matrix as translation transform.
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</div>
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- <h3>[method:Matrix4 makeFrustum]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 multiply]( [page:Matrix4 m] )</h3>
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<div>
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- Creates a [page:Frustum frustum] matrix.
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+ Post-multiplies this matrix by *m*.
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</div>
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- <h3>[method:Matrix4 makePerspective]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] )</h3>
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<div>
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- Creates a perspective projection matrix.
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+ Sets this matrix to *a x b*.
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</div>
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- <h3>[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 multiplyScalar]( [page:Float s] )</h3>
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<div>
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- Creates an orthographic projection matrix.
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+ Multiplies every component of the matrix by a scalar value *s*.
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+ </div>
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+
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+ <h3>[method:Matrix4 multiplyToArray]( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] )</h3>
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+ <div>
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+ Sets this matrix to *a x b* and stores the result into the flat array *r*.<br />
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+ *r* can be either a regular Array or a TypedArray.
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</div>
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- <h3>[method:Array applyToVector3Array]( [page:Array a] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 premultiply]( [page:Matrix4 m] )</h3>
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<div>
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- array -- An array in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...]
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+ Pre-multiplies this matrix by *m*.
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</div>
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+
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+ <h3>[method:Matrix4 scale]( [page:Vector3 v] )</h3>
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<div>
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- Multiplies (applies) this matrix to every vector3 in the array.
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+ Multiplies the columns of this matrix by vector *v*.
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</div>
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- <h3>[method:Float getMaxScaleOnAxis]() [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 set]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
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<div>
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- Gets the maximum scale value of the 3 axes.
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+ Sets all fields of this matrix to the supplied row-major values n11..n44.
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</div>
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- <h3>[method:Matrix4 clone]() [page:Matrix4 this]</h3>
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+ <h3>[method:Matrix4 setPosition]( [page:Vector3 v] )</h3>
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<div>
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- Creates a copy of this matrix.
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+ Sets the position component for this matrix from vector *v*.
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</div>
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- <h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Matrix4 this]</h3>
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+ <h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
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<div>
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array -- [page:Array] optional array to store the vector <br />
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offset -- [page:Integer] optional offset into the array
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@@ -264,6 +294,11 @@
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Writes the elements of this matrix to an array in column-major format.
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</div>
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+ <h3>[method:Matrix4 transpose]()</h3>
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+ <div>
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+ Transposes 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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