Companion

object Companion

Properties

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const val M00: Int = 0
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const val M01: Int = 4
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const val M02: Int = 8
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const val M03: Int = 12
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const val M10: Int = 1
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const val M11: Int = 5
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const val M12: Int = 9
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const val M13: Int = 13
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const val M20: Int = 2
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const val M21: Int = 6
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const val M22: Int = 10
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const val M23: Int = 14
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const val M30: Int = 3
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const val M31: Int = 7
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const val M32: Int = 11
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const val M33: Int = 15

Functions

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fun fromColumns(v: FloatArray, offset: Int = 0): Matrix4
fun fromColumns(v00: Float, v10: Float, v20: Float, v30: Float, v01: Float, v11: Float, v21: Float, v31: Float, v02: Float, v12: Float, v22: Float, v32: Float, v03: Float, v13: Float, v23: Float, v33: Float): Matrix4
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fun fromColumns3x3(a00: Float, a10: Float, a20: Float, a01: Float, a11: Float, a21: Float, a02: Float, a12: Float, a22: Float): Matrix4
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fun fromRows(v: FloatArray, offset: Int = 0): Matrix4
fun fromRows(v00: Float, v01: Float, v02: Float, v03: Float, v10: Float, v11: Float, v12: Float, v13: Float, v20: Float, v21: Float, v22: Float, v23: Float, v30: Float, v31: Float, v32: Float, v33: Float): Matrix4
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fun fromRows3x3(a00: Float, a01: Float, a02: Float, a10: Float, a11: Float, a12: Float, a20: Float, a21: Float, a22: Float): Matrix4
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fun fromTRS(trs: TRS4): Matrix4
fun fromTRS(translation: Vector4F, rotation: Quaternion, scale: Vector4F): Matrix4
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fun frustum(rect: Rectangle, zNear: Double = 0.0, zFar: Double = 1.0): Matrix4
fun frustum(rect: Rectangle, zNear: Float = 0.0f, zFar: Float = 1.0f): Matrix4
fun frustum(rect: Rectangle, zNear: Int = 0, zFar: Int = 1): Matrix4
fun frustum(left: Double, right: Double, bottom: Double, top: Double, zNear: Double = 0.0, zFar: Double = 1.0): Matrix4
fun frustum(left: Float, right: Float, bottom: Float, top: Float, zNear: Float = 0.0f, zFar: Float = 1.0f): Matrix4
fun frustum(left: Int, right: Int, bottom: Int, top: Int, zNear: Int = 0, zFar: Int = 1): Matrix4
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fun lookAt(eye: Vector3F, target: Vector3F, up: Vector3F): Matrix4
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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): Matrix4
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fun ortho(rect: Rectangle, near: Double = 0.0, far: Double = 1.0): Matrix4
fun ortho(rect: Rectangle, near: Float = 0.0f, far: Float = 1.0f): Matrix4
fun ortho(rect: Rectangle, near: Int = 0, far: Int = 1): Matrix4
fun ortho(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
fun ortho(left: Float, right: Float, bottom: Float, top: Float, near: Float = 0.0f, far: Float = 1.0f): Matrix4
fun ortho(left: Int, right: Int, bottom: Int, top: Int, near: Int, far: Int): Matrix4
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fun perspective(fovy: Angle, aspect: Double, zNear: Double, zFar: Double): Matrix4
fun perspective(fovy: Angle, aspect: Float, zNear: Float, zFar: Float): Matrix4
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fun rotation(angle: Angle, direction: Vector3F): Matrix4
fun rotation(angle: Angle, x: Double, y: Double, z: Double): Matrix4
fun rotation(angle: Angle, x: Float, y: Float, z: Float): Matrix4
fun rotation(angle: Angle, x: Int, y: Int, z: Int): Matrix4
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fun rotationX(angle: Angle): Matrix4
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fun rotationY(angle: Angle): Matrix4
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fun rotationZ(angle: Angle): Matrix4
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fun scale(x: Double, y: Double, z: Double, w: Double = 1.0): Matrix4
fun scale(x: Float, y: Float, z: Float, w: Float = 1.0f): Matrix4
fun scale(x: Int, y: Int, z: Int, w: Int = 1): Matrix4
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fun shear(x: Double, y: Double, z: Double): Matrix4
fun shear(x: Float, y: Float, z: Float): Matrix4
fun shear(x: Int, y: Int, z: Int): Matrix4
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fun translation(x: Double, y: Double, z: Double, w: Double = 1.0): Matrix4
fun translation(x: Float, y: Float, z: Float, w: Float = 1.0f): Matrix4
fun translation(x: Int, y: Int, z: Int, w: Int = 1): Matrix4