MMatrix4

class MMatrix4

Deprecated

Use Matrix4 instead

Constructors

Link copied to clipboard
constructor()

Types

Link copied to clipboard
object Companion

Properties

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
var v00: Float
Link copied to clipboard
var v01: Float
Link copied to clipboard
var v02: Float
Link copied to clipboard
var v03: Float
Link copied to clipboard
var v10: Float
Link copied to clipboard
var v11: Float
Link copied to clipboard
var v12: Float
Link copied to clipboard
var v13: Float
Link copied to clipboard
var v20: Float
Link copied to clipboard
var v21: Float
Link copied to clipboard
var v22: Float
Link copied to clipboard
var v23: Float
Link copied to clipboard
var v30: Float
Link copied to clipboard
var v31: Float
Link copied to clipboard
var v32: Float
Link copied to clipboard
var v33: Float

Functions

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun copyToFloatWxH(out: FloatArray, rows: Int, columns: Int, order: MatrixMajorOrder)
fun copyToFloatWxH(out: FloatArray, rows: Int, columns: Int, order: MatrixMajorOrder, offset: Int)
Link copied to clipboard
operator fun div(value: Double): MMatrix4
operator fun div(value: Float): MMatrix4
operator fun div(value: Int): MMatrix4
Link copied to clipboard
open operator override fun equals(other: Any?): Boolean
Link copied to clipboard
fun extractProjection(out: MVector4 = MVector4()): MVector4
Link copied to clipboard
fun extractRotation(row_normalise: Boolean = true): Quaternion
Link copied to clipboard
fun extractScale(out: MVector4 = MVector4()): MVector4
Link copied to clipboard
fun extractTranslation(out: MVector4 = MVector4()): MVector4
Link copied to clipboard
operator fun get(row: Int, column: Int): Float
Link copied to clipboard
fun getColumn(n: Int, target: FloatArray = FloatArray(4)): FloatArray
Link copied to clipboard
fun getColumnVector(n: Int, target: MVector4 = MVector4()): MVector4
Link copied to clipboard
fun getIndex(index: Int): Float
Link copied to clipboard
fun getRow(n: Int, target: FloatArray = FloatArray(4)): FloatArray
Link copied to clipboard
fun getRowVector(n: Int, target: MVector4 = MVector4()): MVector4
Link copied to clipboard
fun getTRS(position: MPosition3D, rotation: Ref<Quaternion>, scale: MScale3D): MMatrix4
Link copied to clipboard
open override fun hashCode(): Int
Link copied to clipboard
Link copied to clipboard
fun invert(m: MMatrix4 = this): MMatrix4
Link copied to clipboard
fun multiply(scale: Double, l: MMatrix4 = this): MMatrix4
fun multiply(scale: Float, l: MMatrix4 = this): MMatrix4
fun multiply(scale: Int, l: MMatrix4 = this): MMatrix4
fun multiply(lv00: Double, lv01: Double, lv02: Double, lv03: Double, lv10: Double, lv11: Double, lv12: Double, lv13: Double, lv20: Double, lv21: Double, lv22: Double, lv23: Double, lv30: Double, lv31: Double, lv32: Double, lv33: Double, rv00: Double, rv01: Double, rv02: Double, rv03: Double, rv10: Double, rv11: Double, rv12: Double, rv13: Double, rv20: Double, rv21: Double, rv22: Double, rv23: Double, rv30: Double, rv31: Double, rv32: Double, rv33: Double): MMatrix4
fun multiply(lv00: Float, lv01: Float, lv02: Float, lv03: Float, lv10: Float, lv11: Float, lv12: Float, lv13: Float, lv20: Float, lv21: Float, lv22: Float, lv23: Float, lv30: Float, lv31: Float, lv32: Float, lv33: Float, rv00: Float, rv01: Float, rv02: Float, rv03: Float, rv10: Float, rv11: Float, rv12: Float, rv13: Float, rv20: Float, rv21: Float, rv22: Float, rv23: Float, rv30: Float, rv31: Float, rv32: Float, rv33: Float): MMatrix4
Link copied to clipboard
inline fun rotate(angle: Angle, v: MVector4, temp: MMatrix4 = MMatrix4()): MMatrix4
fun rotate(x: Angle, y: Angle, z: Angle, temp: MMatrix4 = MMatrix4()): MMatrix4
fun rotate(angle: Angle, x: Double, y: Double, z: Double, temp: MMatrix4 = MMatrix4()): MMatrix4
fun rotate(angle: Angle, x: Float, y: Float, z: Float, temp: MMatrix4 = MMatrix4()): MMatrix4
fun rotate(angle: Angle, x: Int, y: Int, z: Int, temp: MMatrix4 = MMatrix4()): MMatrix4
Link copied to clipboard
inline fun scale(v: MVector4, temp: MMatrix4 = MMatrix4()): MMatrix4
fun scale(x: Double, y: Double, z: Double, w: Double = 1.0, temp: MMatrix4 = MMatrix4()): MMatrix4
fun scale(x: Float, y: Float, z: Float, w: Float = 1.0f, temp: MMatrix4 = MMatrix4()): MMatrix4
fun scale(x: Int, y: Int, z: Int, w: Int = 1, temp: MMatrix4 = MMatrix4()): MMatrix4
Link copied to clipboard
operator fun set(row: Int, column: Int, value: Double)
operator fun set(row: Int, column: Int, value: Float)
operator fun set(row: Int, column: Int, value: Int)
Link copied to clipboard
fun setColumn(column: Int, data: MVector4): MMatrix4
fun setColumn(column: Int, data: FloatArray): MMatrix4
fun setColumn(column: Int, a: Double, b: Double, c: Double, d: Double): MMatrix4
fun setColumn(column: Int, a: Float, b: Float, c: Float, d: Float): MMatrix4
fun setColumn(column: Int, a: Int, b: Int, c: Int, d: Int): MMatrix4
Link copied to clipboard
fun setColumns(a00: Double, a10: Double, a20: Double, a30: Double, a01: Double, a11: Double, a21: Double, a31: Double, a02: Double, a12: Double, a22: Double, a32: Double, a03: Double, a13: Double, a23: Double, a33: Double): MMatrix4
fun setColumns(a00: Float, a10: Float, a20: Float, a30: Float, a01: Float, a11: Float, a21: Float, a31: Float, a02: Float, a12: Float, a22: Float, a32: Float, a03: Float, a13: Float, a23: Float, a33: Float): MMatrix4
Link copied to clipboard
fun setColumns2x2(f: FloatArray, offset: Int = 0): MMatrix4
fun setColumns2x2(a00: Double, a10: Double, a01: Double, a11: Double): MMatrix4
fun setColumns2x2(a00: Float, a10: Float, a01: Float, a11: Float): MMatrix4
Link copied to clipboard
fun setColumns3x3(f: FloatArray, offset: Int = 0): MMatrix4
fun setColumns3x3(a00: Double, a10: Double, a20: Double, a01: Double, a11: Double, a21: Double, a02: Double, a12: Double, a22: Double): MMatrix4
fun setColumns3x3(a00: Float, a10: Float, a20: Float, a01: Float, a11: Float, a21: Float, a02: Float, a12: Float, a22: Float): MMatrix4
Link copied to clipboard
fun setColumns4x4(f: FloatArray, offset: Int = 0): MMatrix4
Link copied to clipboard
fun setIndex(index: Int, value: Float)
Link copied to clipboard
fun setRow(row: Int, data: MVector4): MMatrix4
fun setRow(row: Int, data: FloatArray): MMatrix4
fun setRow(row: Int, a: Double, b: Double, c: Double, d: Double): MMatrix4
fun setRow(row: Int, a: Float, b: Float, c: Float, d: Float): MMatrix4
fun setRow(row: Int, a: Int, b: Int, c: Int, d: Int): MMatrix4
Link copied to clipboard
fun setRows(a00: Double, a01: Double, a02: Double, a03: Double, a10: Double, a11: Double, a12: Double, a13: Double, a20: Double, a21: Double, a22: Double, a23: Double, a30: Double, a31: Double, a32: Double, a33: Double): MMatrix4
fun setRows(a00: Float, a01: Float, a02: Float, a03: Float, a10: Float, a11: Float, a12: Float, a13: Float, a20: Float, a21: Float, a22: Float, a23: Float, a30: Float, a31: Float, a32: Float, a33: Float): MMatrix4
Link copied to clipboard
fun setRows2x2(f: FloatArray, offset: Int = 0): MMatrix4
fun setRows2x2(a00: Double, a01: Double, a10: Double, a11: Double): MMatrix4
fun setRows2x2(a00: Float, a01: Float, a10: Float, a11: Float): MMatrix4
Link copied to clipboard
fun setRows3x3(f: FloatArray, offset: Int = 0): MMatrix4
fun setRows3x3(a00: Double, a01: Double, a02: Double, a10: Double, a11: Double, a12: Double, a20: Double, a21: Double, a22: Double): MMatrix4
fun setRows3x3(a00: Float, a01: Float, a02: Float, a10: Float, a11: Float, a12: Float, a20: Float, a21: Float, a22: Float): MMatrix4
Link copied to clipboard
fun setRows4x4(f: FloatArray, offset: Int = 0): MMatrix4
Link copied to clipboard
fun setToFrustum(rect: MRectangle, zNear: Double = 0.0, zFar: Double = 1.0): MMatrix4
fun setToFrustum(rect: MRectangle, zNear: Float = 0.0f, zFar: Float = 1.0f): MMatrix4
fun setToFrustum(rect: MRectangle, zNear: Int = 0, zFar: Int = 1): MMatrix4
fun setToFrustum(left: Double, right: Double, bottom: Double, top: Double, zNear: Double = 0.0, zFar: Double = 1.0): MMatrix4
fun setToFrustum(left: Float, right: Float, bottom: Float, top: Float, zNear: Float = 0.0f, zFar: Float = 1.0f): MMatrix4
fun setToFrustum(left: Int, right: Int, bottom: Int, top: Int, zNear: Int = 0, zFar: Int = 1): MMatrix4
Link copied to clipboard
Link copied to clipboard
fun setToLookAt(eye: MVector4, target: MVector4, up: MVector4): MMatrix4
Link copied to clipboard
inline fun setToMap(filter: (Float) -> Float): MMatrix4
Link copied to clipboard
fun setToOrtho(rect: MRectangle, near: Double = 0.0, far: Double = 1.0): MMatrix4
fun setToOrtho(rect: MRectangle, near: Float = 0.0f, far: Float = 1.0f): MMatrix4
fun setToOrtho(rect: MRectangle, near: Int = 0, far: Int = 1): MMatrix4
fun setToOrtho(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): MMatrix4
fun setToOrtho(left: Float, right: Float, bottom: Float, top: Float, near: Float = 0.0f, far: Float = 1.0f): MMatrix4
fun setToOrtho(left: Int, right: Int, bottom: Int, top: Int, near: Int, far: Int): MMatrix4
Link copied to clipboard
fun setToPerspective(fovy: Angle, aspect: Double, zNear: Double, zFar: Double): MMatrix4
fun setToPerspective(fovy: Angle, aspect: Float, zNear: Float, zFar: Float): MMatrix4
Link copied to clipboard
fun setToRotation(angle: Angle, direction: MVector4): MMatrix4
fun setToRotation(angle: Angle, x: Double, y: Double, z: Double): MMatrix4
fun setToRotation(angle: Angle, x: Float, y: Float, z: Float): MMatrix4
fun setToRotation(angle: Angle, x: Int, y: Int, z: Int): MMatrix4
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun setToScale(x: Double, y: Double, z: Double, w: Double = 1.0): MMatrix4
fun setToScale(x: Float, y: Float, z: Float, w: Float = 1.0f): MMatrix4
fun setToScale(x: Int, y: Int, z: Int, w: Int = 1): MMatrix4
Link copied to clipboard
Link copied to clipboard
fun setToTranslation(x: Double, y: Double, z: Double, w: Double = 1.0): MMatrix4
fun setToTranslation(x: Float, y: Float, z: Float, w: Float = 1.0f): MMatrix4
fun setToTranslation(x: Int, y: Int, z: Int, w: Int = 1): MMatrix4
Link copied to clipboard
fun setTRS(translation: MPosition3D, rotation: Quaternion, scale: MScale3D): MMatrix4
Link copied to clipboard
operator fun times(that: MMatrix4): MMatrix4
operator fun times(value: Double): MMatrix4
operator fun times(value: Float): MMatrix4
operator fun times(value: Int): MMatrix4
Link copied to clipboard
open override fun toString(): String
Link copied to clipboard
fun transform(v: MVector3, out: MVector3 = MVector3()): MVector3
fun transform(v: MVector4, out: MVector4 = MVector4()): MVector4
fun transform(x: Float, y: Float, z: Float, out: MVector3 = MVector3(0, 0, 0)): MVector3

fun transform(x: Float, y: Float, z: Float, w: Float = 1.0f, out: MVector4 = MVector4(0, 0, 0, 0)): MVector4

[THIS MATRIX] * VECTOR

Link copied to clipboard
fun transform0(x: Float, y: Float, z: Float, w: Float = 1.0f): Float
Link copied to clipboard
fun transform1(x: Float, y: Float, z: Float, w: Float = 1.0f): Float
Link copied to clipboard
fun transform2(x: Float, y: Float, z: Float, w: Float = 1.0f): Float
Link copied to clipboard
fun transform3(x: Float, y: Float, z: Float, w: Float = 1.0f): Float
Link copied to clipboard
inline fun translate(v: MVector4, temp: MMatrix4 = MMatrix4()): MMatrix4
fun translate(x: Double, y: Double, z: Double, w: Double = 1.0, temp: MMatrix4 = MMatrix4()): MMatrix4
fun translate(x: Float, y: Float, z: Float, w: Float = 1.0f, temp: MMatrix4 = MMatrix4()): MMatrix4
fun translate(x: Int, y: Int, z: Int, w: Int = 1, temp: MMatrix4 = MMatrix4()): MMatrix4
Link copied to clipboard