PMatrix3D
void
apply(float n00,
float n01,
float n02,
float n10,
float n11,
float n12)
Multiply this matrix by another.
void
apply(float n00,
float n01,
float n02,
float n03,
float n10,
float n11,
float n12,
float n13,
float n20,
float n21,
float n22,
float n23,
float n30,
float n31,
float n32,
float n33)
Multiply this matrix by another.
void
apply(PMatrix source)
Multiply this matrix by another.
void
apply(PMatrix2D source)
Multiply this matrix by another.
void
apply(PMatrix3D source)
Multiply this matrix by another.
float
determinant()
PMatrix3D
get()
Returns a copy of this PMatrix.
float[]
get(float[] target)
Copies the matrix contents into a 16 entry float array.
boolean
invert()
Invert this matrix.
float[]
mult(float[] source,
float[] target)
Multiply a three or four element vector against this matrix.
PVector
mult(PVector source,
PVector target)
Multiply source by this matrix, and return the result.
float
multW(float x,
float y,
float z)
Returns the fourth element of the result of multiplying the vector (x, y, z) by this matrix.
float
multW(float x,
float y,
float z,
float w)
Returns the w-coordinate of the result of multiplying the vector (x, y, z, w) by this matrix.
float
multX(float x,
float y)
Returns the x-coordinate of the result of multiplying the point (x, y) by this matrix.
float
multX(float x,
float y,
float z)
Returns the x-coordinate of the result of multiplying the point (x, y, z) by this matrix.
float
multX(float x,
float y,
float z,
float w)
Returns the x-coordinate of the result of multiplying the vector (x, y, z, w) by this matrix.
float
multY(float x,
float y)
Returns the y-coordinate of the result of multiplying the point (x, y) by this matrix.
float
multY(float x,
float y,
float z)
Returns the y-coordinate of the result of multiplying the point (x, y, z) by this matrix.
float
multY(float x,
float y,
float z,
float w)
Returns the y-coordinate of the result of multiplying the vector (x, y, z, w) by this matrix.
float
multZ(float x,
float y,
float z)
Returns the z-coordinate of the result of multiplying the point (x, y, z) by this matrix.
float
multZ(float x,
float y,
float z,
float w)
Returns the z-coordinate of the result of multiplying the vector (x, y, z, w) by this matrix.
void
preApply(float n00,
float n01,
float n02,
float n10,
float n11,
float n12)
Apply the 3D equivalent of the 2D matrix supplied to the left of this one.
void
preApply(float n00,
float n01,
float n02,
float n03,
float n10,
float n11,
float n12,
float n13,
float n20,
float n21,
float n22,
float n23,
float n30,
float n31,
float n32,
float n33)
Apply another matrix to the left of this one.
void
preApply(PMatrix source)
Apply another matrix to the left of this one.
void
preApply(PMatrix2D left)
Apply the 3D equivalent of the 2D matrix supplied to the left of this one.
void
preApply(PMatrix3D left)
Apply another matrix to the left of this one.
void
print()
void
reset()
Make this an identity matrix.
void
rotate(float angle)
void
rotate(float angle,
float v0,
float v1,
float v2)
void
rotateX(float angle)
void
rotateY(float angle)
void
rotateZ(float angle)
void
scale(float s)
void
scale(float sx,
float sy)
void
scale(float x,
float y,
float z)
void
set(float[] source)
Set the contents of this matrix to the contents of source.
void
set(float m00,
float m01,
float m02,
float m10,
float m11,
float m12)
Set the matrix content to this 2D matrix or its 3D equivalent.
void
set(float m00,
float m01,
float m02,
float m03,
float m10,
float m11,
float m12,
float m13,
float m20,
float m21,
float m22,
float m23,
float m30,
float m31,
float m32,
float m33)
Set the matrix content to the 3D matrix supplied, if this matrix is 3D.
void
set(PMatrix matrix)
Make this matrix become a copy of src.
void
shearX(float angle)
void
shearY(float angle)
void
translate(float tx,
float ty)
void
translate(float tx,
float ty,
float tz)
void
transpose()
Transpose this matrix; rows become columns and columns rows.