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]