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@@ -1,302 +1,313 @@
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-<h1>[name]</h1>
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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <meta charset="utf-8">
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+ <script src="../../list.js"></script>
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+ <script src="../../page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="../../page.css" />
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+ </head>
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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 4x4 Matrix.</div>
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-<h2>Example</h2>
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+ <h2>Example</h2>
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-<code>// Simple rig for rotating around 3 axes
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+ <code>// Simple rig for rotating around 3 axes
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-var m = new THREE.Matrix4();
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+ var m = new THREE.Matrix4();
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-var m1 = new THREE.Matrix4();
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-var m2 = new THREE.Matrix4();
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-var m3 = new THREE.Matrix4();
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+ var m1 = new THREE.Matrix4();
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+ var m2 = new THREE.Matrix4();
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+ var m3 = new THREE.Matrix4();
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-var alpha = 0;
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-var beta = Math.PI;
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-var gamma = Math.PI/2;
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+ var alpha = 0;
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+ var beta = Math.PI;
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+ var gamma = Math.PI/2;
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-m1.setRotationX( alpha );
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-m2.setRotationY( beta );
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-m3.setRotationZ( gamma );
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+ m1.setRotationX( alpha );
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+ m2.setRotationY( beta );
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+ m3.setRotationZ( gamma );
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-m.multiply( m1, m2 );
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-m.multiplySelf( m3 );
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-</code>
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+ m.multiply( m1, m2 );
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+ m.multiplySelf( m3 );
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+ </code>
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-<h2>Constructor</h2>
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+ <h2>Constructor</h2>
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-<h3>[name]( [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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+ <h3>[name]( [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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-<h2>Properties</h2>
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+ <h2>Properties</h2>
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-<h3>.[page:Float32Array elements]</h3>
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+ <h3>.[page:Float32Array elements]</h3>
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-<h2>Methods</h2>
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+ <h2>Methods</h2>
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-<h3>.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]</h3>
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-<div>
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-Sets all fields of this matrix.
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-</div>
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+ <h3>.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]</h3>
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+ <div>
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+ Sets all fields of this matrix.
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+ </div>
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-<h3>.identity() [page:Matrix4]</h3>
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-<div>
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-Resets this matrix to identity.
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-</div>
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+ <h3>.identity() [page:Matrix4]</h3>
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+ <div>
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+ Resets this matrix to identity.
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+ </div>
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-<h3>.copy( [page:Matrix4 m] ) [page:Matrix4]</h3>
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-<div>
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-Copies a matrix *m* into this matrix.
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-</div>
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-
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-<h3>.lookAt( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4]</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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-</div>
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-
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-<h3>.multiply( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4]</h3>
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-<div>
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-Sets this matrix to *a x b*.
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-</div>
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-
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-<h3>.multiplySelf( [page:Matrix4 m] ) [page:Matrix4]</h3>
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-<div>
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-Multiplies this matrix by *m*.
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-</div>
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-
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-<h3>.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4]</h3>
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-<div>
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-Sets this matrix to *a x b* and sets result into flat array *r*.<br />
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-Destination array can be regular Array or TypedArray.
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-</div>
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-
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-<h3>.multiplyScalar( [page:Float s] ) [page:Matrix4]</h3>
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-<div>
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-Multiplies this matrix by *s*.
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-</div>
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-
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-<h3>.multiplyVector3( [page:Vector3 v] ) [page:Vector3]</h3>
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-<div>
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-Applies this matrix to *v*.
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-</div>
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-
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-<h3>.multiplyVector4( [page:Vector4 v] ) [page:Vector4]</h3>
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-<div>
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-Applies this matrix to *v*.
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-</div>
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-
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-<h3>.rotateAxis( [page:Vector3 v] ) [page:Vector3]</h3>
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-<div>
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-Applies rotation submatrix of this matrix to vector *v* and then normalizes it.
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-</div>
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-
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-<h3>.crossVector( [page:Vector4 a] ) [page:Vector4]</h3>
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-
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-<h3>.determinant() [page:Float]</h3>
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-<div>
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-Computes 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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-
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-<h3>.transpose() [page:Matrix4]</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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-<h3>.flatten() [page:Array]</h3>
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-<div>
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-Flattens this matrix into internal [page:Matrix4 Matrix4.flat] array.
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-</div>
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-
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-<h3>.flattenToArray( [page:Array flat] ) [page:Array]</h3>
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-<div>
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-Flattens this matrix into supplied *flat* array.
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-</div>
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-
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-<h3>.flattenToArrayOffset( [page:Array flat], [page:Integer offset] ) [page:Array]</h3>
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-<div>
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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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-
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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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-</div>
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-
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-<h3>.getPosition() [page:Vector3]</h3>
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-<div>
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-Returns position component from this matrix.<br />
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-Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
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-</div>
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-
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-<h3>.getColumnX() [page:Vector3]</h3>
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-<div>
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-Returns x column component from this matrix.<br />
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-Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
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-</div>
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-
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-<h3>.getColumnY() [page:Vector3]</h3>
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-<div>
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-Returns y column component from this matrix.<br />
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-Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
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-</div>
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-
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-<h3>.getColumnZ() [page:Vector3]</h3>
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-<div>
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-Returns z column component from this matrix.<br />
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-Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
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-</div>
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-
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-<h3>.getInverse( [page:Matrix4 m] ) [page:Matrix4]</h3>
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-<div>
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-Sets this matrix to 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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-
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-<h3>.setRotationFromEuler( [page:Vector3 v], [page:String order] ) [page:Matrix4]</h3>
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-<div>
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-v — Rotation vector.
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-order — The order of rotations. Eg. "XYZ".
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-</div>
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-<div>
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-Sets rotation submatrix of this matrix to rotation specified by Euler angles.<br />
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-Default order "XYZ".
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-</div>
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-
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-<h3>.setRotationFromQuaternion( [page:Quaternion q] ) [page:Matrix4]</h3>
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-<div>
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-Sets rotation submatrix of this matrix to rotation specified by *q*.
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-</div>
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-
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-<h3>.scale( [page:Vector3 v] ) [page:Matrix4]</h3>
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-<div>
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-Multiplies columns of this matrix by vector *v*.
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-</div>
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-
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-<h3>.compose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Matrix4]</h3>
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-<div>
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-Sets this matrix to transform composed of *translation*, *rotation* and *scale*.
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-</div>
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-
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-<h3>.decompose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Array]</h3>
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-<div>
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-Decomposes this matrix into *translation*, *rotation* and *scale* components.<br />
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-If parameters are not supplied, new instances will be created.
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-</div>
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-
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-<h3>.extractPosition( [page:Matrix4 m] ) [page:Matrix4]</h3>
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-<div>
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-Copies translation component of supplied matrix *m* into this matrix translation.
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-</div>
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-
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-<h3>.extractRotation( [page:Matrix4 m] ) [page:Matrix4]</h3>
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-<div>
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-Copies rotation component of supplied matrix *m* into this matrix rotation.
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-</div>
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-
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-<h3>.rotateByAxis( [page:Vector3 axis], [page:Float angle] ) [page:Matrix4]</h3>
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-<div>
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-Rotates this matrix around supplied *axis* by *angle*.
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-</div>
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-
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-<h3>.rotateX( [page:Float angle] ) [page:Matrix4]</h3>
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-<div>
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-Rotates this matrix around x axis by *angle*.
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-</div>
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-
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-<h3>.rotateY( [page:Float angle] ) [page:Matrix4]</h3>
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-<div>
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-Rotates this matrix around y axis by *angle*.
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-</div>
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-
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-<h3>.rotateZ( [page:Float angle] ) [page:Matrix4]</h3>
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-<div>
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-Rotates this matrix around z axis by *angle*.
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-</div>
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-
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-<h3>.translate( [page:Vector3 v] ) [page:Matrix4]</h3>
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-<div>
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-Translates this matrix by vector *v*.
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-</div>
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-
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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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-
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-<h2>Static methods</h2>
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-
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-<h3>.makeInvert3x3( [page:Matrix4 m] ) [page:Matrix3]</h3>
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-<div>
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-Inverts just rotation submatrix of matrix *m*.<br />
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-Note: this method returns a reference to internal 3x3 matrix, make copy or clone 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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-</div>
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-
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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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-<div>
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-Creates frustum matrix.
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-</div>
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-
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-<h3>.makePerspective( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
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-<div>
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-Creates perspective projection matrix.
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-</div>
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-
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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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-<div>
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-Creates orthographic projection matrix.
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-</div>
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-
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-<h2>Source</h2>
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-
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-[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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+ <h3>.copy( [page:Matrix4 m] ) [page:Matrix4]</h3>
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+ <div>
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+ Copies a matrix *m* into this matrix.
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+ </div>
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+
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+ <h3>.lookAt( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4]</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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+ </div>
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+
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+ <h3>.multiply( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4]</h3>
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+ <div>
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+ Sets this matrix to *a x b*.
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+ </div>
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+
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+ <h3>.multiplySelf( [page:Matrix4 m] ) [page:Matrix4]</h3>
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+ <div>
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+ Multiplies this matrix by *m*.
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+ </div>
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+
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+ <h3>.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4]</h3>
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+ <div>
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+ Sets this matrix to *a x b* and sets result into flat array *r*.<br />
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+ Destination array can be regular Array or TypedArray.
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+ </div>
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+
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+ <h3>.multiplyScalar( [page:Float s] ) [page:Matrix4]</h3>
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+ <div>
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|
+ Multiplies this matrix by *s*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.multiplyVector3( [page:Vector3 v] ) [page:Vector3]</h3>
|
|
|
+ <div>
|
|
|
+ Applies this matrix to *v*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.multiplyVector4( [page:Vector4 v] ) [page:Vector4]</h3>
|
|
|
+ <div>
|
|
|
+ Applies this matrix to *v*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.rotateAxis( [page:Vector3 v] ) [page:Vector3]</h3>
|
|
|
+ <div>
|
|
|
+ Applies rotation submatrix of this matrix to vector *v* and then normalizes it.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.crossVector( [page:Vector4 a] ) [page:Vector4]</h3>
|
|
|
+
|
|
|
+ <h3>.determinant() [page:Float]</h3>
|
|
|
+ <div>
|
|
|
+ Computes determinant of this matrix.<br />
|
|
|
+ Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.transpose() [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Transposes this matrix.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.flatten() [page:Array]</h3>
|
|
|
+ <div>
|
|
|
+ Flattens this matrix into internal [page:Matrix4 Matrix4.flat] array.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.flattenToArray( [page:Array flat] ) [page:Array]</h3>
|
|
|
+ <div>
|
|
|
+ Flattens this matrix into supplied *flat* array.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.flattenToArrayOffset( [page:Array flat], [page:Integer offset] ) [page:Array]</h3>
|
|
|
+ <div>
|
|
|
+ Flattens this matrix into supplied *flat* array starting from *offset* position in the array.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.setTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Sets this matrix as translation transform.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.setScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Sets this matrix as scale transform.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.makeRotationX( [page:Float theta] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ theta — Rotation angle in radians.
|
|
|
+ </div>
|
|
|
+ <div>
|
|
|
+ Sets this matrix as rotation transform around x axis by *theta* radians.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.makeRotationY( [page:Float theta] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ theta — Rotation angle in radians.
|
|
|
+ </div>
|
|
|
+ <div>
|
|
|
+ Sets this matrix as rotation transform around y axis by *theta* radians.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.makeRotationZ( [page:Float theta] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ theta — Rotation angle in radians.
|
|
|
+ </div>
|
|
|
+ <div>
|
|
|
+ Sets this matrix as rotation transform around z axis by *theta* radians.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ axis — Rotation axis.
|
|
|
+ theta — Rotation angle in radians.
|
|
|
+ </div>
|
|
|
+ <div>
|
|
|
+ Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
|
|
|
+ Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.setPosition( [page:Vector3 v] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Sets the position component for this matrix from vector *v*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.getPosition() [page:Vector3]</h3>
|
|
|
+ <div>
|
|
|
+ Returns position component from this matrix.<br />
|
|
|
+ Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.getColumnX() [page:Vector3]</h3>
|
|
|
+ <div>
|
|
|
+ Returns x column component from this matrix.<br />
|
|
|
+ Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.getColumnY() [page:Vector3]</h3>
|
|
|
+ <div>
|
|
|
+ Returns y column component from this matrix.<br />
|
|
|
+ Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.getColumnZ() [page:Vector3]</h3>
|
|
|
+ <div>
|
|
|
+ Returns z column component from this matrix.<br />
|
|
|
+ Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.getInverse( [page:Matrix4 m] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Sets this matrix to inverse of matrix *m*.<br />
|
|
|
+ Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.setRotationFromEuler( [page:Vector3 v], [page:String order] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ v — Rotation vector.
|
|
|
+ order — The order of rotations. Eg. "XYZ".
|
|
|
+ </div>
|
|
|
+ <div>
|
|
|
+ Sets rotation submatrix of this matrix to rotation specified by Euler angles.<br />
|
|
|
+ Default order "XYZ".
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.setRotationFromQuaternion( [page:Quaternion q] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Sets rotation submatrix of this matrix to rotation specified by *q*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.scale( [page:Vector3 v] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Multiplies columns of this matrix by vector *v*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.compose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Sets this matrix to transform composed of *translation*, *rotation* and *scale*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.decompose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Array]</h3>
|
|
|
+ <div>
|
|
|
+ Decomposes this matrix into *translation*, *rotation* and *scale* components.<br />
|
|
|
+ If parameters are not supplied, new instances will be created.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.extractPosition( [page:Matrix4 m] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Copies translation component of supplied matrix *m* into this matrix translation.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.extractRotation( [page:Matrix4 m] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Copies rotation component of supplied matrix *m* into this matrix rotation.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.rotateByAxis( [page:Vector3 axis], [page:Float angle] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Rotates this matrix around supplied *axis* by *angle*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.rotateX( [page:Float angle] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Rotates this matrix around x axis by *angle*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.rotateY( [page:Float angle] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Rotates this matrix around y axis by *angle*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.rotateZ( [page:Float angle] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Rotates this matrix around z axis by *angle*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.translate( [page:Vector3 v] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Translates this matrix by vector *v*.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.clone() [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Clones this matrix.
|
|
|
+ </div>
|
|
|
+
|
|
|
+
|
|
|
+ <h2>Static methods</h2>
|
|
|
+
|
|
|
+ <h3>.makeInvert3x3( [page:Matrix4 m] ) [page:Matrix3]</h3>
|
|
|
+ <div>
|
|
|
+ Inverts just rotation submatrix of matrix *m*.<br />
|
|
|
+ Note: this method returns a reference to internal 3x3 matrix, make copy or clone if you don't use it right away.<br />
|
|
|
+ Based on [link:http://code.google.com/p/webgl-mjs/].
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.makeFrustum( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Creates frustum matrix.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.makePerspective( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Creates perspective projection matrix.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h3>.makeOrtho( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]</h3>
|
|
|
+ <div>
|
|
|
+ Creates orthographic projection matrix.
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <h2>Source</h2>
|
|
|
+
|
|
|
+ [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
|
|
|
+ </body>
|
|
|
+</html>
|