[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:Float32Array elements]
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 x 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 x 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]
Computes determinant of this matrix.
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
.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.
.makeRotationX( [page:Float theta] ) [page:Matrix4]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around x axis by *theta* radians.
.makeRotationY( [page:Float theta] ) [page:Matrix4]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around y axis by *theta* radians.
.makeRotationZ( [page:Float theta] ) [page:Matrix4]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around z axis by *theta* radians.
.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]
axis — Rotation axis.
theta — Rotation angle in radians.
Sets this matrix as rotation transform around *axis* by *angle* radians.
Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
.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]
Sets this matrix to inverse of matrix *m*.
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
.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.
.extractPosition( [page:Matrix4 m] ) [page:Matrix4]
Copies translation component of supplied matrix *m* into this matrix translation.
.extractRotation( [page:Matrix4 m] ) [page:Matrix4]
Copies rotation component of supplied matrix *m* into this matrix rotation.
.rotateByAxis( [page:Vector3 axis], [page:Float angle] ) [page:Matrix4]
Rotates this matrix around supplied *axis* by *angle*.
.rotateX( [page:Float angle] ) [page:Matrix4]
Rotates this matrix around x axis by *angle*.
.rotateY( [page:Float angle] ) [page:Matrix4]
Rotates this matrix around y axis by *angle*.
.rotateZ( [page:Float angle] ) [page:Matrix4]
Rotates this matrix around z axis by *angle*.
.translate( [page:Vector3 v] ) [page:Matrix4]
Translates this matrix by vector *v*.
.clone() [page:Matrix4]
Clones this matrix.
Static methods
.makeInvert3x3( [page:Matrix4 m] ) [page:Matrix3]
Inverts just rotation submatrix of matrix *m*.
Note: this method returns a reference to internal 3x3 matrix, make copy or clone if you don't use it right away.
Based on [link:http://code.google.com/p/webgl-mjs/].
.makeFrustum( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]
Creates frustum matrix.
.makePerspective( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4]
Creates perspective projection matrix.
.makeOrtho( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]
Creates orthographic projection matrix.
Source
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]