diff --git a/docs/api/math/Matrix4.html b/docs/api/math/Matrix4.html index 3cbff36112b931995cd7934bf8c54c70bd087d4f..fc2c74b1c4e96ffac891431dd129b6c7417eac07 100644 --- a/docs/api/math/Matrix4.html +++ b/docs/api/math/Matrix4.html @@ -10,7 +10,7 @@

[name]

-
A 4x4 Matrix.
+
A class representing a 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].

Example

@@ -42,148 +42,170 @@

[name]()

- Creates and initializes the matrix to the identity matrix. -
+ Creates and initializes the [name] to the 4x4 + [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix]. +

Properties

[property:Float32Array elements]

-
A column-major list of matrix values.
- -

Methods

- -

[method:Matrix4 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 this]

- Sets all fields of this matrix to the supplied row-major values n11..n44. + A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] + list of matrix values.
-

[method:Matrix4 identity]() [page:Matrix4 this]

+

[property:Boolean isMatrix4]

- Resets this matrix to identity. -
+ Used to check whether this or derived classes are Matrix4s. Default is *true*.

-

[method:Matrix4 copy]( [page:Matrix4 m] ) [page:Matrix4 this]

-
- Copies the values of matrix *m* into this matrix. + You should not change this, as it used internally for optimisation.
-

[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] ) [page:Matrix4 this]

+ + + + + +

Methods

+ +

[method:Array applyToBuffer]( [page:ArrayBuffer buffer], [page:Number offset], [page:Number length] )

- array -- [page:Array] The array to read the elements from.
- offset -- [page:Integer] optional offset into the array. Default is 0. + [page:Array buffer] - An [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer] + of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...], that represent 3D vectors.
> + [page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.
+ [page:Number length] - (optional) index in the array of the last vector's z component. + Default is the last element in the array.

+ + Multiplies (applies) the upper 3x3 matrix of this matrix to every 3D vector in the [page:ArrayBuffer buffer].
+ + +

[method:Array applyToVector3Array]( [page:Array array], [page:Number offset], [page:Number length] )

- Sets the elements of this matrix based on an array in column-major format. + [page:Array array] - An array of floats in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...], + that represent 3D vectors.
> + [page:Number offset] - (optional) index in the array of the first vector's x component. Default is 0.
+ [page:Number length] - (optional) index in the array of the last vector's z component. + Default is the last element in the array.

+ + Multiplies (applies) the upper 3x3 matrix of this matrix to every 3D vector in the [page:Array array].
-

[method:Matrix4 copyPosition]( [page:Matrix4 m] ) [page:Matrix4 this]

+

[method:Matrix4 clone]()

+
Creates a new Matrix4 and with identical elements to this one.
+ +

[method:Matrix4 compose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )

- Copies the translation component of the supplied matrix *m* into this matrix translation component. + Sets this matrix to the transformation composed of [page:Vector3 translation], [page:Quaternion quaternion] and [page:Vector3 scale].
-

[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]

+

[method:Matrix4 copy]( [page:Matrix4 m] )

+
Copies the elements of matrix [page:Matrix4 m] into this matrix.
+ +

[method:Matrix4 copyPosition]( [page:Matrix4 m] )

- Creates the basis matrix consisting of the three provided axis vectors. Returns the current matrix. + Copies the translation component of the supplied matrix *m* into this matrix's translation component.
-

[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]

+

[method:null decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )

- Extracts basis of into the three axis vectors provided. Returns the current matrix. + Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
-

[method:Matrix4 extractRotation]( [page:Matrix4 m] ) [page:Matrix4 this]

+

[method:Float determinant]()

- Extracts the rotation of the supplied matrix *m* into this matrix rotation component. + Computes and returns the determinant of this matrix.
+ Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
-

[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4 this]

+

[method:Boolean equals]( [page:Matrix4 m] )

+
Return true if this and [page:Matrix4 m] are equals.
+ +

[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )

- Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector. + Extracts basis of into the three axis vectors provided. Returns the current matrix.
-

[method:Matrix4 multiply]( [page:Matrix4 m] ) [page:Matrix4 this]

+

[method:Matrix4 extractRotation]( [page:Matrix4 m] )

- Post-multiplies this matrix by *m*. + Extracts the rotation of the supplied matrix *m* into this matrix rotation component.
-

[method:Matrix4 premultiply]( [page:Matrix4 m] ) [page:Matrix4 this]

+

[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] )

- Pre-multiplies this matrix by *m*. + array -- [page:Array] The array to read the elements from.
+ offset -- [page:Integer] optional offset into the array. Default is 0.
- -

[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4 this]

- Sets this matrix to *a x b*. + Sets the elements of this matrix based on an array in column-major format.
-

[method:Matrix4 multiplyToArray]( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4 this]

+

[method:Matrix4 getInverse]( [page:Matrix4 m] )

- Sets this matrix to *a x b* and stores the result into the flat array *r*.
- *r* can be either a regular Array or a TypedArray. + Sets this matrix to the inverse of matrix *m*.
+ Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
-

[method:Matrix4 multiplyScalar]( [page:Float s] ) [page:Matrix4 this]

+

[method:Float getMaxScaleOnAxis]()

- Multiplies every component of the matrix by a scalar value *s*. + Gets the maximum scale value of the 3 axes.
-

[method:Float determinant]() [page:Matrix4 this]

+

[method:Matrix4 identity]()

- Computes and returns the determinant of this matrix.
- Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm] + Resets this matrix to identity.
-

[method:Matrix4 transpose]() [page:Matrix4 this]

+

[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], )

- Transposes this matrix. + Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
-

[method:Matrix4 setPosition]( [page:Vector3 v] ) [page:Matrix4 this]

+

[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] )

- Sets the position component for this matrix from vector *v*. + axis — Rotation axis, should be normalized. + theta — Rotation angle in radians.
- -

[method:Matrix4 getInverse]( [page:Matrix4 m] ) [page:Matrix4 this]

- Sets this matrix to the inverse of matrix *m*.
- Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]. + Sets this matrix as rotation transform around *axis* by *angle* radians.
+ Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
-

[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] ) [page:Matrix4 this]

+

[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )

- euler — Rotation vector followed by order of rotations, e.g., "XYZ". + Creates the basis matrix consisting of the three provided axis vectors. Returns the current matrix.
+ +

[method:Matrix4 makeFrustum]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] )

- Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.
- Default order is *"XYZ"*. + Creates a [page:Frustum frustum] matrix.
-

[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] ) [page:Matrix4 this]

+

[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )

- Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity. + Creates an orthographic projection matrix.
-

[method:Matrix4 scale]( [page:Vector3 v] ) [page:Matrix4 this]

+

[method:Matrix4 makePerspective]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )

- Multiplies the columns of this matrix by vector *v*. + Creates a perspective projection matrix.
-

[method:Matrix4 compose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]

+

[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] )

- Sets this matrix to the transformation composed of *translation*, *quaternion* and *scale*. + euler — Rotation vector followed by order of rotations, e.g., "XYZ".
- -

[method:null decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]

- Decomposes this matrix into the *translation*, *quaternion* and *scale* components. + Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.
+ Default order is *"XYZ"*.
-

[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]

+

[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] )

- Sets this matrix as translation transform. + Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity.
-

[method:Matrix4 makeRotationX]( [page:Float theta] ) [page:Matrix4 this]

+

[method:Matrix4 makeRotationX]( [page:Float theta] )

theta — Rotation angle in radians.
@@ -191,7 +213,7 @@ Sets this matrix as rotation transform around x axis by *theta* radians. -

[method:Matrix4 makeRotationY]( [page:Float theta] ) [page:Matrix4 this]

+

[method:Matrix4 makeRotationY]( [page:Float theta] )

theta — Rotation angle in radians.
@@ -199,7 +221,7 @@ Sets this matrix as rotation transform around y axis by *theta* radians. -

[method:Matrix4 makeRotationZ]( [page:Float theta] ) [page:Matrix4 this]

+

[method:Matrix4 makeRotationZ]( [page:Float theta] )

theta — Rotation angle in radians.
@@ -207,55 +229,63 @@ Sets this matrix as rotation transform around z axis by *theta* radians. -

[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4 this]

+

[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] )

- axis — Rotation axis, should be normalized. - theta — Rotation angle in radians. + Sets this matrix as scale transform.
+ +

[method:Matrix4 makeShear]( [page:Float x], [page:Float y], [page:Float z] )

- Sets this matrix as rotation transform around *axis* by *angle* radians.
- Based on [link:http://www.gamedev.net/reference/articles/article1199.asp]. + Sets this matrix as shear transform.
-

[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]

+

[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] )

- Sets this matrix as scale transform. + Sets this matrix as translation transform.
-

[method:Matrix4 makeFrustum]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4 this]

+

[method:Matrix4 multiply]( [page:Matrix4 m] )

- Creates a [page:Frustum frustum] matrix. + Post-multiplies this matrix by *m*.
-

[method:Matrix4 makePerspective]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4 this]

+

[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] )

- Creates a perspective projection matrix. + Sets this matrix to *a x b*.
-

[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] ) [page:Matrix4 this]

+

[method:Matrix4 multiplyScalar]( [page:Float s] )

- Creates an orthographic projection matrix. + Multiplies every component of the matrix by a scalar value *s*. +
+ +

[method:Matrix4 multiplyToArray]( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] )

+
+ Sets this matrix to *a x b* and stores the result into the flat array *r*.
+ *r* can be either a regular Array or a TypedArray.
-

[method:Array applyToVector3Array]( [page:Array a] ) [page:Matrix4 this]

+

[method:Matrix4 premultiply]( [page:Matrix4 m] )

- array -- An array in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...] + Pre-multiplies this matrix by *m*.
+ +

[method:Matrix4 scale]( [page:Vector3 v] )

- Multiplies (applies) this matrix to every vector3 in the array. + Multiplies the columns of this matrix by vector *v*.
-

[method:Float getMaxScaleOnAxis]() [page:Matrix4 this]

+

[method:Matrix4 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] )

- Gets the maximum scale value of the 3 axes. + Sets all fields of this matrix to the supplied row-major values n11..n44.
-

[method:Matrix4 clone]() [page:Matrix4 this]

+

[method:Matrix4 setPosition]( [page:Vector3 v] )

- Creates a copy of this matrix. + Sets the position component for this matrix from vector *v*.
-

[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Matrix4 this]

+

[method:Array toArray]( [page:Array array], [page:Integer offset] )

array -- [page:Array] optional array to store the vector
offset -- [page:Integer] optional offset into the array @@ -264,6 +294,11 @@ Writes the elements of this matrix to an array in column-major format.
+

[method:Matrix4 transpose]()

+
+ Transposes this matrix. +
+

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]