[name]
A 4x4 Matrix.
Example
// Simple rig for rotating around 3 axes
var m = new THREE.Matrix4();
var m1 = new THREE.Matrix4();
var m2 = new THREE.Matrix4();
var m3 = new THREE.Matrix4();
var alpha = 0;
var beta = Math.PI;
var gamma = Math.PI/2;
m1.setRotationX( alpha );
m2.setRotationY( beta );
m3.setRotationZ( gamma );
m.multiply( m1, m2 );
m.multiplySelf( m3 );
Constructor
[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] )
Properties
.[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]
Methods
.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]
Sets all fields of this matrix.
.identity() [page:Matrix4]
Resets this matrix to identity.
.copy( [page:Matrix4 m] ) [page:Matrix4]
Copies a matrix m into this matrix.
.lookAt( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4]
Constructs a rotation matrix, looking from eye towards center with defined up vector.
.multiply( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4]
Sets this matrix to a * b.
.multiplySelf( [page:Matrix4 m] ) [page:Matrix4]
Multiplies this matrix by m.
.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4]
Sets this matrix to a * b and sets result into flat array r.
Destination array can be regular Array or TypedArray.
.multiplyScalar( [page:Float s] ) [page:Matrix4]
Multiplies this matrix by s.
.multiplyVector3( [page:Vector3 v] ) [page:Vector3]
Applies this matrix to v.
.multiplyVector4( [page:Vector4 v] ) [page:Vector4]
Applies this matrix to v.
.rotateAxis( [page:Vector3 v] ) [page:Vector3]
Applies rotation submatrix of this matrix to vector v and then normalizes it.
.crossVector( [page:Vector4 a] ) [page:Vector4]
.determinant() [page:Float]
.transpose() [page:Matrix4]
Transposes this matrix.
.flatten() [page:Array]
Flattens this matrix into internal [page:Matrix4 Matrix4.flat] array.
.flattenToArray( [page:Array flat] ) [page:Array]
Flattens this matrix into supplied flat array.
.flattenToArrayOffset( [page:Array flat], [page:Integer offset] ) [page:Array]
Flattens this matrix into supplied flat array starting from offset position in the array.
.setTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]
Sets this matrix as translation transform.
.setScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]
Sets this matrix as scale transform.
.setRotationX( [page:Float theta] ) [page:Matrix4]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around x axis by theta radians.
.setRotationY( [page:Float theta] ) [page:Matrix4]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around y axis by theta radians.
.setRotationZ( [page:Float theta] ) [page:Matrix4]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around z axis by theta radians.
.setRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]
axis — Rotation axis.
theta — Rotation angle in radians.
.setPosition( [page:Vector3 v] ) [page:Matrix4]
Sets the position component for this matrix from vector v.
.getPosition() [page:Vector3]
Returns position component from this matrix.
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
.getColumnX() [page:Vector3]
Returns x column component from this matrix.
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
.getColumnY() [page:Vector3]
Returns y column component from this matrix.
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
.getColumnZ() [page:Vector3]
Returns z column component from this matrix.
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
.getInverse( [page:Matrix4 m] ) [page:Matrix4]
.setRotationFromEuler( [page:Vector3 v], [page:String order] ) [page:Matrix4]
v — Rotation vector.
order — The order of rotations. Eg. "XYZ".
Sets rotation submatrix of this matrix to rotation specified by Euler angles.
Default order "XYZ".
.setRotationFromQuaternion( [page:Quaternion q] ) [page:Matrix4]
Sets rotation submatrix of this matrix to rotation specified by q.
.scale( [page:Vector3 v] ) [page:Matrix4]
Multiplies columns of this matrix by vector v.
.compose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Matrix4]
Sets this matrix to transform composed of translation, rotation and scale.
.decompose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Array]
Decomposes this matrix into translation, rotation and scale components.
If parameters are not supplied, new instances will be created.
Source
src/[path].js