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Matrix4 (libgdx API)
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                                libgdx API
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com.badlogic.gdx.math</FONT>
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Class Matrix4</H2>
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<PRE>
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java.lang.Object
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  <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.math.Matrix4</B>
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</PRE>
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<DL>
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<DT><B>All Implemented Interfaces:</B> <DD>java.io.Serializable</DD>
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<DL>
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<DT><PRE>public class <B>Matrix4</B><DT>extends java.lang.Object<DT>implements java.io.Serializable</DL>
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</PRE>
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<P>
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Encapsulates a column major 4 by 4 matrix. You can access the linear array for use with OpenGL via the public
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 <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A> member. Like the <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><CODE>Vector3</CODE></A> class it allows to chain methods by returning a reference to itself.
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<DL>
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<DT><B>Author:</B></DT>
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  <DD>badlogicgames@gmail.com</DD>
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<DT><B>See Also:</B><DD><A HREF="../../../../serialized-form.html#com.badlogic.gdx.math.Matrix4">Serialized Form</A></DL>
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<!-- =========== FIELD SUMMARY =========== -->
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<B>Field Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M00">M00</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M01">M01</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M02">M02</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M03">M03</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M10">M10</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M11">M11</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M12">M12</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M13">M13</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M20">M20</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M21">M21</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M22">M22</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M23">M23</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M30">M30</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M31">M31</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M32">M32</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M33">M33</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#tmp">tmp</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val">val</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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</TABLE>
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&nbsp;
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<A NAME="constructor_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Constructor Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#Matrix4()">Matrix4</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs an identity matrix</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#Matrix4(float[])">Matrix4</A></B>(float[]&nbsp;values)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a matrix from the given float array.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#Matrix4(com.badlogic.gdx.math.Matrix4)">Matrix4</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a matrix from the given matrix</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#Matrix4(com.badlogic.gdx.math.Quaternion)">Matrix4</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</A>&nbsp;quaternion)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a rotation matrix from the given <A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math"><CODE>Quaternion</CODE></A></TD>
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</TR>
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</TABLE>
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&nbsp;
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<!-- ========== METHOD SUMMARY =========== -->
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<A NAME="method_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Method Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#cpy()">cpy</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#det()">det</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#det(float[])">det</A></B>(float[]&nbsp;values)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Computes the determinante of the given matrix.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#getRotation(com.badlogic.gdx.math.Quaternion)">getRotation</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</A>&nbsp;rotation)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#getTranslation(com.badlogic.gdx.math.Vector3)">getTranslation</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;position)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#getValues()">getValues</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#idt()">idt</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to an identity matrix</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#inv()">inv</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Inverts the matrix.</TD>
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</TR>
394
<TR BGCOLOR="white" CLASS="TableRowColor">
395
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
396
<CODE>static&nbsp;boolean</CODE></FONT></TD>
397
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#inv(float[])">inv</A></B>(float[]&nbsp;values)</CODE>
398
 
399
<BR>
400
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Computes the inverse of the given matrix.</TD>
401
</TR>
402
<TR BGCOLOR="white" CLASS="TableRowColor">
403
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
404
<CODE>&nbsp;void</CODE></FONT></TD>
405
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#lerp(com.badlogic.gdx.math.Matrix4, float)">lerp</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix,
406
     float&nbsp;alpha)</CODE>
407
 
408
<BR>
409
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Linearly interpolates between this matrix and the given matrix mixing by alpha</TD>
410
</TR>
411
<TR BGCOLOR="white" CLASS="TableRowColor">
412
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
413
<CODE>static&nbsp;void</CODE></FONT></TD>
414
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#mul(float[], float[])">mul</A></B>(float[]&nbsp;mata,
415
    float[]&nbsp;matb)</CODE>
416
 
417
<BR>
418
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Multiplies the matrix mata with matrix matb, storing the result in mata.</TD>
419
</TR>
420
<TR BGCOLOR="white" CLASS="TableRowColor">
421
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
422
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
423
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#mul(com.badlogic.gdx.math.Matrix4)">mul</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix)</CODE>
424
 
425
<BR>
426
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Multiplies this matrix with the given matrix, storing the result in this matrix.</TD>
427
</TR>
428
<TR BGCOLOR="white" CLASS="TableRowColor">
429
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
430
<CODE>static&nbsp;void</CODE></FONT></TD>
431
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#mulVec(float[], float[])">mulVec</A></B>(float[]&nbsp;mat,
432
       float[]&nbsp;vec)</CODE>
433
 
434
<BR>
435
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Multiplies the vector with the given matrix.</TD>
436
</TR>
437
<TR BGCOLOR="white" CLASS="TableRowColor">
438
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
439
<CODE>static&nbsp;void</CODE></FONT></TD>
440
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#mulVec(float[], float[], int, int, int)">mulVec</A></B>(float[]&nbsp;mat,
441
       float[]&nbsp;vecs,
442
       int&nbsp;offset,
443
       int&nbsp;numVecs,
444
       int&nbsp;stride)</CODE>
445
 
446
<BR>
447
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Multiplies the vectors with the given matrix.</TD>
448
</TR>
449
<TR BGCOLOR="white" CLASS="TableRowColor">
450
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
451
<CODE>static&nbsp;void</CODE></FONT></TD>
452
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#prj(float[], float[])">prj</A></B>(float[]&nbsp;mat,
453
    float[]&nbsp;vec)</CODE>
454
 
455
<BR>
456
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Multiplies the vector with the given matrix, performing a division by w.</TD>
457
</TR>
458
<TR BGCOLOR="white" CLASS="TableRowColor">
459
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
460
<CODE>static&nbsp;void</CODE></FONT></TD>
461
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#prj(float[], float[], int, int, int)">prj</A></B>(float[]&nbsp;mat,
462
    float[]&nbsp;vecs,
463
    int&nbsp;offset,
464
    int&nbsp;numVecs,
465
    int&nbsp;stride)</CODE>
466
 
467
<BR>
468
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Multiplies the vectors with the given matrix, , performing a division by w.</TD>
469
</TR>
470
<TR BGCOLOR="white" CLASS="TableRowColor">
471
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
472
<CODE>static&nbsp;void</CODE></FONT></TD>
473
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#rot(float[], float[])">rot</A></B>(float[]&nbsp;mat,
474
    float[]&nbsp;vec)</CODE>
475
 
476
<BR>
477
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Multiplies the vector with the top most 3x3 sub-matrix of the given matrix.</TD>
478
</TR>
479
<TR BGCOLOR="white" CLASS="TableRowColor">
480
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
481
<CODE>static&nbsp;void</CODE></FONT></TD>
482
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#rot(float[], float[], int, int, int)">rot</A></B>(float[]&nbsp;mat,
483
    float[]&nbsp;vecs,
484
    int&nbsp;offset,
485
    int&nbsp;numVecs,
486
    int&nbsp;stride)</CODE>
487
 
488
<BR>
489
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Multiplies the vectors with the top most 3x3 sub-matrix of the given matrix.</TD>
490
</TR>
491
<TR BGCOLOR="white" CLASS="TableRowColor">
492
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
493
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
494
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#rotate(float, float, float, float)">rotate</A></B>(float&nbsp;axisX,
495
       float&nbsp;axisY,
496
       float&nbsp;axisZ,
497
       float&nbsp;angle)</CODE>
498
 
499
<BR>
500
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Postmultiplies this matrix with a (counter-clockwise) rotation matrix.</TD>
501
</TR>
502
<TR BGCOLOR="white" CLASS="TableRowColor">
503
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
504
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
505
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#rotate(com.badlogic.gdx.math.Quaternion)">rotate</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</A>&nbsp;rotation)</CODE>
506
 
507
<BR>
508
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Postmultiplies this matrix with a (counter-clockwise) rotation matrix.</TD>
509
</TR>
510
<TR BGCOLOR="white" CLASS="TableRowColor">
511
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
512
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
513
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#rotate(com.badlogic.gdx.math.Vector3, float)">rotate</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;axis,
514
       float&nbsp;angle)</CODE>
515
 
516
<BR>
517
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Postmultiplies this matrix with a (counter-clockwise) rotation matrix.</TD>
518
</TR>
519
<TR BGCOLOR="white" CLASS="TableRowColor">
520
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
521
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
522
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#scale(float, float, float)">scale</A></B>(float&nbsp;scaleX,
523
      float&nbsp;scaleY,
524
      float&nbsp;scaleZ)</CODE>
525
 
526
<BR>
527
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Postmultiplies this matrix with a scale matrix.</TD>
528
</TR>
529
<TR BGCOLOR="white" CLASS="TableRowColor">
530
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
531
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
532
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#scl(float)">scl</A></B>(float&nbsp;scale)</CODE>
533
 
534
<BR>
535
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
536
</TR>
537
<TR BGCOLOR="white" CLASS="TableRowColor">
538
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
539
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
540
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#scl(com.badlogic.gdx.math.Vector3)">scl</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;scale)</CODE>
541
 
542
<BR>
543
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
544
</TR>
545
<TR BGCOLOR="white" CLASS="TableRowColor">
546
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
547
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
548
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#set(float[])">set</A></B>(float[]&nbsp;values)</CODE>
549
 
550
<BR>
551
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to the given matrix as a float array.</TD>
552
</TR>
553
<TR BGCOLOR="white" CLASS="TableRowColor">
554
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
555
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
556
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#set(com.badlogic.gdx.math.Matrix3)">set</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix3.html" title="class in com.badlogic.gdx.math">Matrix3</A>&nbsp;mat)</CODE>
557
 
558
<BR>
559
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to the given 3x3 matrix.</TD>
560
</TR>
561
<TR BGCOLOR="white" CLASS="TableRowColor">
562
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
563
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
564
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#set(com.badlogic.gdx.math.Matrix4)">set</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix)</CODE>
565
 
566
<BR>
567
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to the given matrix.</TD>
568
</TR>
569
<TR BGCOLOR="white" CLASS="TableRowColor">
570
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
571
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
572
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#set(com.badlogic.gdx.math.Quaternion)">set</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</A>&nbsp;quaternion)</CODE>
573
 
574
<BR>
575
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to a rotation matrix representing the quaternion.</TD>
576
</TR>
577
<TR BGCOLOR="white" CLASS="TableRowColor">
578
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
579
<CODE>&nbsp;void</CODE></FONT></TD>
580
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#set(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)">set</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;xAxis,
581
    <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;yAxis,
582
    <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;zAxis,
583
    <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;pos)</CODE>
584
 
585
<BR>
586
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as
587
 well as the 4th column representing the translation of any point that is multiplied by this matrix.</TD>
588
</TR>
589
<TR BGCOLOR="white" CLASS="TableRowColor">
590
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
591
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
592
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setFromEulerAngles(float, float, float)">setFromEulerAngles</A></B>(float&nbsp;yaw,
593
                   float&nbsp;pitch,
594
                   float&nbsp;roll)</CODE>
595
 
596
<BR>
597
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to a rotation matrix from the given euler angles.</TD>
598
</TR>
599
<TR BGCOLOR="white" CLASS="TableRowColor">
600
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
601
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
602
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToLookAt(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)">setToLookAt</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;direction,
603
            <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;up)</CODE>
604
 
605
<BR>
606
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to a look at matrix with a direction and an up vector.</TD>
607
</TR>
608
<TR BGCOLOR="white" CLASS="TableRowColor">
609
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
610
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
611
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToLookAt(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)">setToLookAt</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;position,
612
            <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;target,
613
            <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;up)</CODE>
614
 
615
<BR>
616
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to a look at matrix with the given position, target and up vector.</TD>
617
</TR>
618
<TR BGCOLOR="white" CLASS="TableRowColor">
619
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
620
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
621
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToOrtho(float, float, float, float, float, float)">setToOrtho</A></B>(float&nbsp;left,
622
           float&nbsp;right,
623
           float&nbsp;bottom,
624
           float&nbsp;top,
625
           float&nbsp;near,
626
           float&nbsp;far)</CODE>
627
 
628
<BR>
629
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following
630
 the OpenGL equivalent</TD>
631
</TR>
632
<TR BGCOLOR="white" CLASS="TableRowColor">
633
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
634
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
635
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToOrtho2D(float, float, float, float)">setToOrtho2D</A></B>(float&nbsp;x,
636
             float&nbsp;y,
637
             float&nbsp;width,
638
             float&nbsp;height)</CODE>
639
 
640
<BR>
641
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height.</TD>
642
</TR>
643
<TR BGCOLOR="white" CLASS="TableRowColor">
644
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
645
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
646
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToOrtho2D(float, float, float, float, float, float)">setToOrtho2D</A></B>(float&nbsp;x,
647
             float&nbsp;y,
648
             float&nbsp;width,
649
             float&nbsp;height,
650
             float&nbsp;near,
651
             float&nbsp;far)</CODE>
652
 
653
<BR>
654
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near
655
 and far plane.</TD>
656
</TR>
657
<TR BGCOLOR="white" CLASS="TableRowColor">
658
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
659
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
660
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToProjection(float, float, float, float)">setToProjection</A></B>(float&nbsp;near,
661
                float&nbsp;far,
662
                float&nbsp;fov,
663
                float&nbsp;aspectRatio)</CODE>
664
 
665
<BR>
666
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.</TD>
667
</TR>
668
<TR BGCOLOR="white" CLASS="TableRowColor">
669
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
670
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
671
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToRotation(float, float, float, float)">setToRotation</A></B>(float&nbsp;axisX,
672
              float&nbsp;axisY,
673
              float&nbsp;axisZ,
674
              float&nbsp;angle)</CODE>
675
 
676
<BR>
677
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to a rotation matrix around the given axis.</TD>
678
</TR>
679
<TR BGCOLOR="white" CLASS="TableRowColor">
680
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
681
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
682
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToRotation(com.badlogic.gdx.math.Vector3, float)">setToRotation</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;axis,
683
              float&nbsp;angle)</CODE>
684
 
685
<BR>
686
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the matrix to a rotation matrix around the given axis.</TD>
687
</TR>
688
<TR BGCOLOR="white" CLASS="TableRowColor">
689
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
690
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
691
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToScaling(float, float, float)">setToScaling</A></B>(float&nbsp;x,
692
             float&nbsp;y,
693
             float&nbsp;z)</CODE>
694
 
695
<BR>
696
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to a scaling matrix</TD>
697
</TR>
698
<TR BGCOLOR="white" CLASS="TableRowColor">
699
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
700
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
701
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToScaling(com.badlogic.gdx.math.Vector3)">setToScaling</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vector)</CODE>
702
 
703
<BR>
704
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to a scaling matrix</TD>
705
</TR>
706
<TR BGCOLOR="white" CLASS="TableRowColor">
707
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
708
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
709
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToTranslation(float, float, float)">setToTranslation</A></B>(float&nbsp;x,
710
                 float&nbsp;y,
711
                 float&nbsp;z)</CODE>
712
 
713
<BR>
714
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
715
 translation vector.</TD>
716
</TR>
717
<TR BGCOLOR="white" CLASS="TableRowColor">
718
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
719
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
720
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToTranslation(com.badlogic.gdx.math.Vector3)">setToTranslation</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vector)</CODE>
721
 
722
<BR>
723
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
724
 translation vector.</TD>
725
</TR>
726
<TR BGCOLOR="white" CLASS="TableRowColor">
727
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
728
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
729
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToTranslationAndScaling(float, float, float, float, float, float)">setToTranslationAndScaling</A></B>(float&nbsp;translationX,
730
                           float&nbsp;translationY,
731
                           float&nbsp;translationZ,
732
                           float&nbsp;scalingX,
733
                           float&nbsp;scalingY,
734
                           float&nbsp;scalingZ)</CODE>
735
 
736
<BR>
737
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
738
 translation vector in the 4th column and the scaling vector in the diagonal.</TD>
739
</TR>
740
<TR BGCOLOR="white" CLASS="TableRowColor">
741
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
742
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
743
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToTranslationAndScaling(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)">setToTranslationAndScaling</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;translation,
744
                           <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;scaling)</CODE>
745
 
746
<BR>
747
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
748
 translation vector in the 4th column and the scaling vector in the diagonal.</TD>
749
</TR>
750
<TR BGCOLOR="white" CLASS="TableRowColor">
751
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
752
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
753
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToWorld(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)">setToWorld</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;position,
754
           <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;forward,
755
           <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;up)</CODE>
756
 
757
<BR>
758
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
759
</TR>
760
<TR BGCOLOR="white" CLASS="TableRowColor">
761
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
762
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
763
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#toNormalMatrix()">toNormalMatrix</A></B>()</CODE>
764
 
765
<BR>
766
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;removes the translational part and transposes the matrix.</TD>
767
</TR>
768
<TR BGCOLOR="white" CLASS="TableRowColor">
769
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
770
<CODE>&nbsp;java.lang.String</CODE></FONT></TD>
771
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#toString()">toString</A></B>()</CODE>
772
 
773
<BR>
774
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
775
</TR>
776
<TR BGCOLOR="white" CLASS="TableRowColor">
777
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
778
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
779
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#tra()">tra</A></B>()</CODE>
780
 
781
<BR>
782
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transposes the matrix</TD>
783
</TR>
784
<TR BGCOLOR="white" CLASS="TableRowColor">
785
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
786
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
787
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#translate(float, float, float)">translate</A></B>(float&nbsp;x,
788
          float&nbsp;y,
789
          float&nbsp;z)</CODE>
790
 
791
<BR>
792
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Postmultiplies this matrix by a translation matrix.</TD>
793
</TR>
794
<TR BGCOLOR="white" CLASS="TableRowColor">
795
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
796
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
797
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#translate(com.badlogic.gdx.math.Vector3)">translate</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;translation)</CODE>
798
 
799
<BR>
800
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Postmultiplies this matrix by a translation matrix.</TD>
801
</TR>
802
<TR BGCOLOR="white" CLASS="TableRowColor">
803
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
804
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
805
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#trn(float, float, float)">trn</A></B>(float&nbsp;x,
806
    float&nbsp;y,
807
    float&nbsp;z)</CODE>
808
 
809
<BR>
810
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds a translational component to the matrix in the 4th column.</TD>
811
</TR>
812
<TR BGCOLOR="white" CLASS="TableRowColor">
813
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
814
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
815
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#trn(com.badlogic.gdx.math.Vector3)">trn</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vector)</CODE>
816
 
817
<BR>
818
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds a translational component to the matrix in the 4th column.</TD>
819
</TR>
820
</TABLE>
821
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
822
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
823
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
824
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
825
</TR>
826
<TR BGCOLOR="white" CLASS="TableRowColor">
827
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait</CODE></TD>
828
</TR>
829
</TABLE>
830
&nbsp;
831
<P>
832
 
833
<!-- ============ FIELD DETAIL =========== -->
834
 
835
<A NAME="field_detail"><!-- --></A>
836
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
837
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
838
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
839
<B>Field Detail</B></FONT></TH>
840
</TR>
841
</TABLE>
842
 
843
<A NAME="M00"><!-- --></A><H3>
844
M00</H3>
845
<PRE>
846
public static final int <B>M00</B></PRE>
847
<DL>
848
<DL>
849
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M00">Constant Field Values</A></DL>
850
</DL>
851
<HR>
852
 
853
<A NAME="M01"><!-- --></A><H3>
854
M01</H3>
855
<PRE>
856
public static final int <B>M01</B></PRE>
857
<DL>
858
<DL>
859
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M01">Constant Field Values</A></DL>
860
</DL>
861
<HR>
862
 
863
<A NAME="M02"><!-- --></A><H3>
864
M02</H3>
865
<PRE>
866
public static final int <B>M02</B></PRE>
867
<DL>
868
<DL>
869
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M02">Constant Field Values</A></DL>
870
</DL>
871
<HR>
872
 
873
<A NAME="M03"><!-- --></A><H3>
874
M03</H3>
875
<PRE>
876
public static final int <B>M03</B></PRE>
877
<DL>
878
<DL>
879
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M03">Constant Field Values</A></DL>
880
</DL>
881
<HR>
882
 
883
<A NAME="M10"><!-- --></A><H3>
884
M10</H3>
885
<PRE>
886
public static final int <B>M10</B></PRE>
887
<DL>
888
<DL>
889
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M10">Constant Field Values</A></DL>
890
</DL>
891
<HR>
892
 
893
<A NAME="M11"><!-- --></A><H3>
894
M11</H3>
895
<PRE>
896
public static final int <B>M11</B></PRE>
897
<DL>
898
<DL>
899
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M11">Constant Field Values</A></DL>
900
</DL>
901
<HR>
902
 
903
<A NAME="M12"><!-- --></A><H3>
904
M12</H3>
905
<PRE>
906
public static final int <B>M12</B></PRE>
907
<DL>
908
<DL>
909
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M12">Constant Field Values</A></DL>
910
</DL>
911
<HR>
912
 
913
<A NAME="M13"><!-- --></A><H3>
914
M13</H3>
915
<PRE>
916
public static final int <B>M13</B></PRE>
917
<DL>
918
<DL>
919
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M13">Constant Field Values</A></DL>
920
</DL>
921
<HR>
922
 
923
<A NAME="M20"><!-- --></A><H3>
924
M20</H3>
925
<PRE>
926
public static final int <B>M20</B></PRE>
927
<DL>
928
<DL>
929
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M20">Constant Field Values</A></DL>
930
</DL>
931
<HR>
932
 
933
<A NAME="M21"><!-- --></A><H3>
934
M21</H3>
935
<PRE>
936
public static final int <B>M21</B></PRE>
937
<DL>
938
<DL>
939
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M21">Constant Field Values</A></DL>
940
</DL>
941
<HR>
942
 
943
<A NAME="M22"><!-- --></A><H3>
944
M22</H3>
945
<PRE>
946
public static final int <B>M22</B></PRE>
947
<DL>
948
<DL>
949
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M22">Constant Field Values</A></DL>
950
</DL>
951
<HR>
952
 
953
<A NAME="M23"><!-- --></A><H3>
954
M23</H3>
955
<PRE>
956
public static final int <B>M23</B></PRE>
957
<DL>
958
<DL>
959
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M23">Constant Field Values</A></DL>
960
</DL>
961
<HR>
962
 
963
<A NAME="M30"><!-- --></A><H3>
964
M30</H3>
965
<PRE>
966
public static final int <B>M30</B></PRE>
967
<DL>
968
<DL>
969
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M30">Constant Field Values</A></DL>
970
</DL>
971
<HR>
972
 
973
<A NAME="M31"><!-- --></A><H3>
974
M31</H3>
975
<PRE>
976
public static final int <B>M31</B></PRE>
977
<DL>
978
<DL>
979
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M31">Constant Field Values</A></DL>
980
</DL>
981
<HR>
982
 
983
<A NAME="M32"><!-- --></A><H3>
984
M32</H3>
985
<PRE>
986
public static final int <B>M32</B></PRE>
987
<DL>
988
<DL>
989
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M32">Constant Field Values</A></DL>
990
</DL>
991
<HR>
992
 
993
<A NAME="M33"><!-- --></A><H3>
994
M33</H3>
995
<PRE>
996
public static final int <B>M33</B></PRE>
997
<DL>
998
<DL>
999
<DT><B>See Also:</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M33">Constant Field Values</A></DL>
1000
</DL>
1001
<HR>
1002
 
1003
<A NAME="tmp"><!-- --></A><H3>
1004
tmp</H3>
1005
<PRE>
1006
public final float[] <B>tmp</B></PRE>
1007
<DL>
1008
<DL>
1009
</DL>
1010
</DL>
1011
<HR>
1012
 
1013
<A NAME="val"><!-- --></A><H3>
1014
val</H3>
1015
<PRE>
1016
public final float[] <B>val</B></PRE>
1017
<DL>
1018
<DL>
1019
</DL>
1020
</DL>
1021
 
1022
<!-- ========= CONSTRUCTOR DETAIL ======== -->
1023
 
1024
<A NAME="constructor_detail"><!-- --></A>
1025
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
1026
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
1027
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
1028
<B>Constructor Detail</B></FONT></TH>
1029
</TR>
1030
</TABLE>
1031
 
1032
<A NAME="Matrix4()"><!-- --></A><H3>
1033
Matrix4</H3>
1034
<PRE>
1035
public <B>Matrix4</B>()</PRE>
1036
<DL>
1037
<DD>Constructs an identity matrix
1038
<P>
1039
</DL>
1040
<HR>
1041
 
1042
<A NAME="Matrix4(com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
1043
Matrix4</H3>
1044
<PRE>
1045
public <B>Matrix4</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix)</PRE>
1046
<DL>
1047
<DD>Constructs a matrix from the given matrix
1048
<P>
1049
<DL>
1050
<DT><B>Parameters:</B><DD><CODE>matrix</CODE> - The matrix</DL>
1051
</DL>
1052
<HR>
1053
 
1054
<A NAME="Matrix4(float[])"><!-- --></A><H3>
1055
Matrix4</H3>
1056
<PRE>
1057
public <B>Matrix4</B>(float[]&nbsp;values)</PRE>
1058
<DL>
1059
<DD>Constructs a matrix from the given float array. The array must have at least 16 elements
1060
<P>
1061
<DL>
1062
<DT><B>Parameters:</B><DD><CODE>values</CODE> - The float array</DL>
1063
</DL>
1064
<HR>
1065
 
1066
<A NAME="Matrix4(com.badlogic.gdx.math.Quaternion)"><!-- --></A><H3>
1067
Matrix4</H3>
1068
<PRE>
1069
public <B>Matrix4</B>(<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</A>&nbsp;quaternion)</PRE>
1070
<DL>
1071
<DD>Constructs a rotation matrix from the given <A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math"><CODE>Quaternion</CODE></A>
1072
<P>
1073
<DL>
1074
<DT><B>Parameters:</B><DD><CODE>quaternion</CODE> - The quaternion</DL>
1075
</DL>
1076
 
1077
<!-- ============ METHOD DETAIL ========== -->
1078
 
1079
<A NAME="method_detail"><!-- --></A>
1080
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
1081
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
1082
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
1083
<B>Method Detail</B></FONT></TH>
1084
</TR>
1085
</TABLE>
1086
 
1087
<A NAME="set(com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
1088
set</H3>
1089
<PRE>
1090
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>set</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix)</PRE>
1091
<DL>
1092
<DD>Sets the matrix to the given matrix.
1093
<P>
1094
<DD><DL>
1095
</DL>
1096
</DD>
1097
<DD><DL>
1098
<DT><B>Parameters:</B><DD><CODE>matrix</CODE> - The matrix
1099
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1100
</DD>
1101
</DL>
1102
<HR>
1103
 
1104
<A NAME="set(float[])"><!-- --></A><H3>
1105
set</H3>
1106
<PRE>
1107
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>set</B>(float[]&nbsp;values)</PRE>
1108
<DL>
1109
<DD>Sets the matrix to the given matrix as a float array. The float array must have at least 16 elements.
1110
<P>
1111
<DD><DL>
1112
</DL>
1113
</DD>
1114
<DD><DL>
1115
<DT><B>Parameters:</B><DD><CODE>values</CODE> - The matrix
1116
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1117
</DD>
1118
</DL>
1119
<HR>
1120
 
1121
<A NAME="set(com.badlogic.gdx.math.Quaternion)"><!-- --></A><H3>
1122
set</H3>
1123
<PRE>
1124
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>set</B>(<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</A>&nbsp;quaternion)</PRE>
1125
<DL>
1126
<DD>Sets the matrix to a rotation matrix representing the quaternion.
1127
<P>
1128
<DD><DL>
1129
</DL>
1130
</DD>
1131
<DD><DL>
1132
<DT><B>Parameters:</B><DD><CODE>quaternion</CODE> - The quaternion
1133
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1134
</DD>
1135
</DL>
1136
<HR>
1137
 
1138
<A NAME="set(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1139
set</H3>
1140
<PRE>
1141
public void <B>set</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;xAxis,
1142
                <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;yAxis,
1143
                <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;zAxis,
1144
                <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;pos)</PRE>
1145
<DL>
1146
<DD>Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as
1147
 well as the 4th column representing the translation of any point that is multiplied by this matrix.
1148
<P>
1149
<DD><DL>
1150
</DL>
1151
</DD>
1152
<DD><DL>
1153
<DT><B>Parameters:</B><DD><CODE>xAxis</CODE> - The x-axis<DD><CODE>yAxis</CODE> - The y-axis<DD><CODE>zAxis</CODE> - The z-axis<DD><CODE>pos</CODE> - The translation vector</DL>
1154
</DD>
1155
</DL>
1156
<HR>
1157
 
1158
<A NAME="cpy()"><!-- --></A><H3>
1159
cpy</H3>
1160
<PRE>
1161
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>cpy</B>()</PRE>
1162
<DL>
1163
<DD><DL>
1164
</DL>
1165
</DD>
1166
<DD><DL>
1167
 
1168
<DT><B>Returns:</B><DD>a copy of this matrix</DL>
1169
</DD>
1170
</DL>
1171
<HR>
1172
 
1173
<A NAME="trn(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1174
trn</H3>
1175
<PRE>
1176
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>trn</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vector)</PRE>
1177
<DL>
1178
<DD>Adds a translational component to the matrix in the 4th column. The other columns are untouched.
1179
<P>
1180
<DD><DL>
1181
</DL>
1182
</DD>
1183
<DD><DL>
1184
<DT><B>Parameters:</B><DD><CODE>vector</CODE> - The translation vector
1185
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1186
</DD>
1187
</DL>
1188
<HR>
1189
 
1190
<A NAME="trn(float, float, float)"><!-- --></A><H3>
1191
trn</H3>
1192
<PRE>
1193
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>trn</B>(float&nbsp;x,
1194
                   float&nbsp;y,
1195
                   float&nbsp;z)</PRE>
1196
<DL>
1197
<DD>Adds a translational component to the matrix in the 4th column. The other columns are untouched.
1198
<P>
1199
<DD><DL>
1200
</DL>
1201
</DD>
1202
<DD><DL>
1203
<DT><B>Parameters:</B><DD><CODE>x</CODE> - The x-component of the translation vector<DD><CODE>y</CODE> - The y-component of the translation vector<DD><CODE>z</CODE> - The z-component of the translation vector
1204
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1205
</DD>
1206
</DL>
1207
<HR>
1208
 
1209
<A NAME="getValues()"><!-- --></A><H3>
1210
getValues</H3>
1211
<PRE>
1212
public float[] <B>getValues</B>()</PRE>
1213
<DL>
1214
<DD><DL>
1215
</DL>
1216
</DD>
1217
<DD><DL>
1218
 
1219
<DT><B>Returns:</B><DD>the backing float array</DL>
1220
</DD>
1221
</DL>
1222
<HR>
1223
 
1224
<A NAME="mul(com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
1225
mul</H3>
1226
<PRE>
1227
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>mul</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix)</PRE>
1228
<DL>
1229
<DD>Multiplies this matrix with the given matrix, storing the result in this matrix.
1230
<P>
1231
<DD><DL>
1232
</DL>
1233
</DD>
1234
<DD><DL>
1235
<DT><B>Parameters:</B><DD><CODE>matrix</CODE> - The other matrix
1236
<DT><B>Returns:</B><DD>This matrix for chaining.</DL>
1237
</DD>
1238
</DL>
1239
<HR>
1240
 
1241
<A NAME="tra()"><!-- --></A><H3>
1242
tra</H3>
1243
<PRE>
1244
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>tra</B>()</PRE>
1245
<DL>
1246
<DD>Transposes the matrix
1247
<P>
1248
<DD><DL>
1249
</DL>
1250
</DD>
1251
<DD><DL>
1252
 
1253
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1254
</DD>
1255
</DL>
1256
<HR>
1257
 
1258
<A NAME="idt()"><!-- --></A><H3>
1259
idt</H3>
1260
<PRE>
1261
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>idt</B>()</PRE>
1262
<DL>
1263
<DD>Sets the matrix to an identity matrix
1264
<P>
1265
<DD><DL>
1266
</DL>
1267
</DD>
1268
<DD><DL>
1269
 
1270
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1271
</DD>
1272
</DL>
1273
<HR>
1274
 
1275
<A NAME="inv()"><!-- --></A><H3>
1276
inv</H3>
1277
<PRE>
1278
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>inv</B>()</PRE>
1279
<DL>
1280
<DD>Inverts the matrix. Throws a RuntimeException in case the matrix is not invertible. Stores the result in this matrix
1281
<P>
1282
<DD><DL>
1283
</DL>
1284
</DD>
1285
<DD><DL>
1286
 
1287
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1288
</DD>
1289
</DL>
1290
<HR>
1291
 
1292
<A NAME="det()"><!-- --></A><H3>
1293
det</H3>
1294
<PRE>
1295
public float <B>det</B>()</PRE>
1296
<DL>
1297
<DD><DL>
1298
</DL>
1299
</DD>
1300
<DD><DL>
1301
 
1302
<DT><B>Returns:</B><DD>The determinant of this matrix</DL>
1303
</DD>
1304
</DL>
1305
<HR>
1306
 
1307
<A NAME="setToProjection(float, float, float, float)"><!-- --></A><H3>
1308
setToProjection</H3>
1309
<PRE>
1310
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToProjection</B>(float&nbsp;near,
1311
                               float&nbsp;far,
1312
                               float&nbsp;fov,
1313
                               float&nbsp;aspectRatio)</PRE>
1314
<DL>
1315
<DD>Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.
1316
<P>
1317
<DD><DL>
1318
</DL>
1319
</DD>
1320
<DD><DL>
1321
<DT><B>Parameters:</B><DD><CODE>near</CODE> - The near plane<DD><CODE>far</CODE> - The far plane<DD><CODE>fov</CODE> - The field of view in degrees<DD><CODE>aspectRatio</CODE> - The aspect ratio
1322
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1323
</DD>
1324
</DL>
1325
<HR>
1326
 
1327
<A NAME="setToOrtho2D(float, float, float, float)"><!-- --></A><H3>
1328
setToOrtho2D</H3>
1329
<PRE>
1330
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToOrtho2D</B>(float&nbsp;x,
1331
                            float&nbsp;y,
1332
                            float&nbsp;width,
1333
                            float&nbsp;height)</PRE>
1334
<DL>
1335
<DD>Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height. The near plane
1336
 is set to 0, the far plane is set to 1.
1337
<P>
1338
<DD><DL>
1339
</DL>
1340
</DD>
1341
<DD><DL>
1342
<DT><B>Parameters:</B><DD><CODE>x</CODE> - The x-coordinate of the origin<DD><CODE>y</CODE> - The y-coordinate of the origin<DD><CODE>width</CODE> - The width<DD><CODE>height</CODE> - The height
1343
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1344
</DD>
1345
</DL>
1346
<HR>
1347
 
1348
<A NAME="setToOrtho2D(float, float, float, float, float, float)"><!-- --></A><H3>
1349
setToOrtho2D</H3>
1350
<PRE>
1351
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToOrtho2D</B>(float&nbsp;x,
1352
                            float&nbsp;y,
1353
                            float&nbsp;width,
1354
                            float&nbsp;height,
1355
                            float&nbsp;near,
1356
                            float&nbsp;far)</PRE>
1357
<DL>
1358
<DD>Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near
1359
 and far plane.
1360
<P>
1361
<DD><DL>
1362
</DL>
1363
</DD>
1364
<DD><DL>
1365
<DT><B>Parameters:</B><DD><CODE>x</CODE> - The x-coordinate of the origin<DD><CODE>y</CODE> - The y-coordinate of the origin<DD><CODE>width</CODE> - The width<DD><CODE>height</CODE> - The height<DD><CODE>near</CODE> - The near plane<DD><CODE>far</CODE> - The far plane
1366
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1367
</DD>
1368
</DL>
1369
<HR>
1370
 
1371
<A NAME="setToOrtho(float, float, float, float, float, float)"><!-- --></A><H3>
1372
setToOrtho</H3>
1373
<PRE>
1374
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToOrtho</B>(float&nbsp;left,
1375
                          float&nbsp;right,
1376
                          float&nbsp;bottom,
1377
                          float&nbsp;top,
1378
                          float&nbsp;near,
1379
                          float&nbsp;far)</PRE>
1380
<DL>
1381
<DD>Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following
1382
 the OpenGL equivalent
1383
<P>
1384
<DD><DL>
1385
</DL>
1386
</DD>
1387
<DD><DL>
1388
<DT><B>Parameters:</B><DD><CODE>left</CODE> - The left clipping plane<DD><CODE>right</CODE> - The right clipping plane<DD><CODE>bottom</CODE> - The bottom clipping plane<DD><CODE>top</CODE> - The top clipping plane<DD><CODE>near</CODE> - The near clipping plane<DD><CODE>far</CODE> - The far clipping plane
1389
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1390
</DD>
1391
</DL>
1392
<HR>
1393
 
1394
<A NAME="setToTranslation(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1395
setToTranslation</H3>
1396
<PRE>
1397
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToTranslation</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vector)</PRE>
1398
<DL>
1399
<DD>Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
1400
 translation vector.
1401
<P>
1402
<DD><DL>
1403
</DL>
1404
</DD>
1405
<DD><DL>
1406
<DT><B>Parameters:</B><DD><CODE>vector</CODE> - The translation vector
1407
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1408
</DD>
1409
</DL>
1410
<HR>
1411
 
1412
<A NAME="setToTranslation(float, float, float)"><!-- --></A><H3>
1413
setToTranslation</H3>
1414
<PRE>
1415
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToTranslation</B>(float&nbsp;x,
1416
                                float&nbsp;y,
1417
                                float&nbsp;z)</PRE>
1418
<DL>
1419
<DD>Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
1420
 translation vector.
1421
<P>
1422
<DD><DL>
1423
</DL>
1424
</DD>
1425
<DD><DL>
1426
<DT><B>Parameters:</B><DD><CODE>x</CODE> - The x-component of the translation vector<DD><CODE>y</CODE> - The y-component of the translation vector<DD><CODE>z</CODE> - The z-component of the translation vector
1427
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1428
</DD>
1429
</DL>
1430
<HR>
1431
 
1432
<A NAME="setToTranslationAndScaling(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1433
setToTranslationAndScaling</H3>
1434
<PRE>
1435
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToTranslationAndScaling</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;translation,
1436
                                          <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;scaling)</PRE>
1437
<DL>
1438
<DD>Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
1439
 translation vector in the 4th column and the scaling vector in the diagonal.
1440
<P>
1441
<DD><DL>
1442
</DL>
1443
</DD>
1444
<DD><DL>
1445
<DT><B>Parameters:</B><DD><CODE>translation</CODE> - The translation vector<DD><CODE>scaling</CODE> - The scaling vector
1446
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1447
</DD>
1448
</DL>
1449
<HR>
1450
 
1451
<A NAME="setToTranslationAndScaling(float, float, float, float, float, float)"><!-- --></A><H3>
1452
setToTranslationAndScaling</H3>
1453
<PRE>
1454
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToTranslationAndScaling</B>(float&nbsp;translationX,
1455
                                          float&nbsp;translationY,
1456
                                          float&nbsp;translationZ,
1457
                                          float&nbsp;scalingX,
1458
                                          float&nbsp;scalingY,
1459
                                          float&nbsp;scalingZ)</PRE>
1460
<DL>
1461
<DD>Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
1462
 translation vector in the 4th column and the scaling vector in the diagonal.
1463
<P>
1464
<DD><DL>
1465
</DL>
1466
</DD>
1467
<DD><DL>
1468
<DT><B>Parameters:</B><DD><CODE>translationX</CODE> - The x-component of the translation vector<DD><CODE>translationY</CODE> - The y-component of the translation vector<DD><CODE>translationZ</CODE> - The z-component of the translation vector<DD><CODE>scalingX</CODE> - The x-component of the scaling vector<DD><CODE>scalingY</CODE> - The x-component of the scaling vector<DD><CODE>scalingZ</CODE> - The x-component of the scaling vector
1469
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1470
</DD>
1471
</DL>
1472
<HR>
1473
 
1474
<A NAME="setToRotation(com.badlogic.gdx.math.Vector3, float)"><!-- --></A><H3>
1475
setToRotation</H3>
1476
<PRE>
1477
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToRotation</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;axis,
1478
                             float&nbsp;angle)</PRE>
1479
<DL>
1480
<DD>Sets the matrix to a rotation matrix around the given axis.
1481
<P>
1482
<DD><DL>
1483
</DL>
1484
</DD>
1485
<DD><DL>
1486
<DT><B>Parameters:</B><DD><CODE>axis</CODE> - The axis<DD><CODE>angle</CODE> - The angle in degrees
1487
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1488
</DD>
1489
</DL>
1490
<HR>
1491
 
1492
<A NAME="setToRotation(float, float, float, float)"><!-- --></A><H3>
1493
setToRotation</H3>
1494
<PRE>
1495
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToRotation</B>(float&nbsp;axisX,
1496
                             float&nbsp;axisY,
1497
                             float&nbsp;axisZ,
1498
                             float&nbsp;angle)</PRE>
1499
<DL>
1500
<DD>Sets the matrix to a rotation matrix around the given axis.
1501
<P>
1502
<DD><DL>
1503
</DL>
1504
</DD>
1505
<DD><DL>
1506
<DT><B>Parameters:</B><DD><CODE>axisX</CODE> - The x-component of the axis<DD><CODE>axisY</CODE> - The y-component of the axis<DD><CODE>axisZ</CODE> - The z-component of the axis<DD><CODE>angle</CODE> - The angle in degrees
1507
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1508
</DD>
1509
</DL>
1510
<HR>
1511
 
1512
<A NAME="setFromEulerAngles(float, float, float)"><!-- --></A><H3>
1513
setFromEulerAngles</H3>
1514
<PRE>
1515
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setFromEulerAngles</B>(float&nbsp;yaw,
1516
                                  float&nbsp;pitch,
1517
                                  float&nbsp;roll)</PRE>
1518
<DL>
1519
<DD>Sets this matrix to a rotation matrix from the given euler angles.
1520
<P>
1521
<DD><DL>
1522
</DL>
1523
</DD>
1524
<DD><DL>
1525
<DT><B>Parameters:</B><DD><CODE>yaw</CODE> - the yaw in degrees<DD><CODE>pitch</CODE> - the pitch in degress<DD><CODE>roll</CODE> - the roll in degrees
1526
<DT><B>Returns:</B><DD>this matrix</DL>
1527
</DD>
1528
</DL>
1529
<HR>
1530
 
1531
<A NAME="setToScaling(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1532
setToScaling</H3>
1533
<PRE>
1534
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToScaling</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vector)</PRE>
1535
<DL>
1536
<DD>Sets this matrix to a scaling matrix
1537
<P>
1538
<DD><DL>
1539
</DL>
1540
</DD>
1541
<DD><DL>
1542
<DT><B>Parameters:</B><DD><CODE>vector</CODE> - The scaling vector
1543
<DT><B>Returns:</B><DD>This matrix for chaining.</DL>
1544
</DD>
1545
</DL>
1546
<HR>
1547
 
1548
<A NAME="setToScaling(float, float, float)"><!-- --></A><H3>
1549
setToScaling</H3>
1550
<PRE>
1551
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToScaling</B>(float&nbsp;x,
1552
                            float&nbsp;y,
1553
                            float&nbsp;z)</PRE>
1554
<DL>
1555
<DD>Sets this matrix to a scaling matrix
1556
<P>
1557
<DD><DL>
1558
</DL>
1559
</DD>
1560
<DD><DL>
1561
<DT><B>Parameters:</B><DD><CODE>x</CODE> - The x-component of the scaling vector<DD><CODE>y</CODE> - The y-component of the scaling vector<DD><CODE>z</CODE> - The z-component of the scaling vector
1562
<DT><B>Returns:</B><DD>This matrix for chaining.</DL>
1563
</DD>
1564
</DL>
1565
<HR>
1566
 
1567
<A NAME="setToLookAt(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1568
setToLookAt</H3>
1569
<PRE>
1570
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToLookAt</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;direction,
1571
                           <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;up)</PRE>
1572
<DL>
1573
<DD>Sets the matrix to a look at matrix with a direction and an up vector. Multiply with a translation matrix to get a camera
1574
 model view matrix.
1575
<P>
1576
<DD><DL>
1577
</DL>
1578
</DD>
1579
<DD><DL>
1580
<DT><B>Parameters:</B><DD><CODE>direction</CODE> - The direction vector<DD><CODE>up</CODE> - The up vector
1581
<DT><B>Returns:</B><DD>This matrix for chaining</DL>
1582
</DD>
1583
</DL>
1584
<HR>
1585
 
1586
<A NAME="setToLookAt(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1587
setToLookAt</H3>
1588
<PRE>
1589
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToLookAt</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;position,
1590
                           <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;target,
1591
                           <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;up)</PRE>
1592
<DL>
1593
<DD>Sets this matrix to a look at matrix with the given position, target and up vector.
1594
<P>
1595
<DD><DL>
1596
</DL>
1597
</DD>
1598
<DD><DL>
1599
<DT><B>Parameters:</B><DD><CODE>position</CODE> - the position<DD><CODE>target</CODE> - the target<DD><CODE>up</CODE> - the up vector
1600
<DT><B>Returns:</B><DD>this matrix</DL>
1601
</DD>
1602
</DL>
1603
<HR>
1604
 
1605
<A NAME="setToWorld(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1606
setToWorld</H3>
1607
<PRE>
1608
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>setToWorld</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;position,
1609
                          <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;forward,
1610
                          <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;up)</PRE>
1611
<DL>
1612
<DD><DL>
1613
</DL>
1614
</DD>
1615
<DD><DL>
1616
</DL>
1617
</DD>
1618
</DL>
1619
<HR>
1620
 
1621
<A NAME="toString()"><!-- --></A><H3>
1622
toString</H3>
1623
<PRE>
1624
public java.lang.String <B>toString</B>()</PRE>
1625
<DL>
1626
<DD>
1627
<P>
1628
<DD><DL>
1629
<DT><B>Overrides:</B><DD><CODE>toString</CODE> in class <CODE>java.lang.Object</CODE></DL>
1630
</DD>
1631
<DD><DL>
1632
</DL>
1633
</DD>
1634
</DL>
1635
<HR>
1636
 
1637
<A NAME="lerp(com.badlogic.gdx.math.Matrix4, float)"><!-- --></A><H3>
1638
lerp</H3>
1639
<PRE>
1640
public void <B>lerp</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix,
1641
                 float&nbsp;alpha)</PRE>
1642
<DL>
1643
<DD>Linearly interpolates between this matrix and the given matrix mixing by alpha
1644
<P>
1645
<DD><DL>
1646
</DL>
1647
</DD>
1648
<DD><DL>
1649
<DT><B>Parameters:</B><DD><CODE>matrix</CODE> - the matrix<DD><CODE>alpha</CODE> - the alpha value in the range [0,1]</DL>
1650
</DD>
1651
</DL>
1652
<HR>
1653
 
1654
<A NAME="set(com.badlogic.gdx.math.Matrix3)"><!-- --></A><H3>
1655
set</H3>
1656
<PRE>
1657
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>set</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix3.html" title="class in com.badlogic.gdx.math">Matrix3</A>&nbsp;mat)</PRE>
1658
<DL>
1659
<DD>Sets this matrix to the given 3x3 matrix. The third column of this matrix is set to (0,0,1,0).
1660
<P>
1661
<DD><DL>
1662
</DL>
1663
</DD>
1664
<DD><DL>
1665
<DT><B>Parameters:</B><DD><CODE>mat</CODE> - the matrix</DL>
1666
</DD>
1667
</DL>
1668
<HR>
1669
 
1670
<A NAME="scl(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1671
scl</H3>
1672
<PRE>
1673
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>scl</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;scale)</PRE>
1674
<DL>
1675
<DD><DL>
1676
</DL>
1677
</DD>
1678
<DD><DL>
1679
</DL>
1680
</DD>
1681
</DL>
1682
<HR>
1683
 
1684
<A NAME="scl(float)"><!-- --></A><H3>
1685
scl</H3>
1686
<PRE>
1687
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>scl</B>(float&nbsp;scale)</PRE>
1688
<DL>
1689
<DD><DL>
1690
</DL>
1691
</DD>
1692
<DD><DL>
1693
</DL>
1694
</DD>
1695
</DL>
1696
<HR>
1697
 
1698
<A NAME="getTranslation(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1699
getTranslation</H3>
1700
<PRE>
1701
public void <B>getTranslation</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;position)</PRE>
1702
<DL>
1703
<DD><DL>
1704
</DL>
1705
</DD>
1706
<DD><DL>
1707
</DL>
1708
</DD>
1709
</DL>
1710
<HR>
1711
 
1712
<A NAME="getRotation(com.badlogic.gdx.math.Quaternion)"><!-- --></A><H3>
1713
getRotation</H3>
1714
<PRE>
1715
public void <B>getRotation</B>(<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</A>&nbsp;rotation)</PRE>
1716
<DL>
1717
<DD><DL>
1718
</DL>
1719
</DD>
1720
<DD><DL>
1721
</DL>
1722
</DD>
1723
</DL>
1724
<HR>
1725
 
1726
<A NAME="toNormalMatrix()"><!-- --></A><H3>
1727
toNormalMatrix</H3>
1728
<PRE>
1729
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>toNormalMatrix</B>()</PRE>
1730
<DL>
1731
<DD>removes the translational part and transposes the matrix.
1732
<P>
1733
<DD><DL>
1734
</DL>
1735
</DD>
1736
<DD><DL>
1737
</DL>
1738
</DD>
1739
</DL>
1740
<HR>
1741
 
1742
<A NAME="mul(float[], float[])"><!-- --></A><H3>
1743
mul</H3>
1744
<PRE>
1745
public static void <B>mul</B>(float[]&nbsp;mata,
1746
                       float[]&nbsp;matb)</PRE>
1747
<DL>
1748
<DD>Multiplies the matrix mata with matrix matb, storing the result in mata. The arrays are assumed to hold 4x4 column major
1749
 matrices as you can get from <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>. This is the same as <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#mul(com.badlogic.gdx.math.Matrix4)"><CODE>mul(Matrix4)</CODE></A>.
1750
<P>
1751
<DD><DL>
1752
</DL>
1753
</DD>
1754
<DD><DL>
1755
<DT><B>Parameters:</B><DD><CODE>mata</CODE> - the first matrix.<DD><CODE>matb</CODE> - the second matrix.</DL>
1756
</DD>
1757
</DL>
1758
<HR>
1759
 
1760
<A NAME="mulVec(float[], float[])"><!-- --></A><H3>
1761
mulVec</H3>
1762
<PRE>
1763
public static void <B>mulVec</B>(float[]&nbsp;mat,
1764
                          float[]&nbsp;vec)</PRE>
1765
<DL>
1766
<DD>Multiplies the vector with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
1767
 from <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>. The vector array is assumed to hold a 3-component vector, with x being the first element, y being
1768
 the second and z being the last component. The result is stored in the vector array. This is the same as
1769
 <A HREF="../../../../com/badlogic/gdx/math/Vector3.html#mul(com.badlogic.gdx.math.Matrix4)"><CODE>Vector3.mul(Matrix4)</CODE></A>.
1770
<P>
1771
<DD><DL>
1772
</DL>
1773
</DD>
1774
<DD><DL>
1775
<DT><B>Parameters:</B><DD><CODE>mat</CODE> - the matrix<DD><CODE>vec</CODE> - the vector.</DL>
1776
</DD>
1777
</DL>
1778
<HR>
1779
 
1780
<A NAME="mulVec(float[], float[], int, int, int)"><!-- --></A><H3>
1781
mulVec</H3>
1782
<PRE>
1783
public static void <B>mulVec</B>(float[]&nbsp;mat,
1784
                          float[]&nbsp;vecs,
1785
                          int&nbsp;offset,
1786
                          int&nbsp;numVecs,
1787
                          int&nbsp;stride)</PRE>
1788
<DL>
1789
<DD>Multiplies the vectors with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
1790
 from <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>. The vectors array is assumed to hold 3-component vectors. Offset specifies the offset into the
1791
 array where the x-component of the first vector is located. The numVecs parameter specifies the number of vectors stored in
1792
 the vectors array. The stride parameter specifies the number of floats between subsequent vectors and must be >= 3. This is
1793
 the same as <A HREF="../../../../com/badlogic/gdx/math/Vector3.html#mul(com.badlogic.gdx.math.Matrix4)"><CODE>Vector3.mul(Matrix4)</CODE></A> applied to multiple vectors.
1794
<P>
1795
<DD><DL>
1796
</DL>
1797
</DD>
1798
<DD><DL>
1799
<DT><B>Parameters:</B><DD><CODE>mat</CODE> - the matrix<DD><CODE>vecs</CODE> - the vectors<DD><CODE>offset</CODE> - the offset into the vectors array<DD><CODE>numVecs</CODE> - the number of vectors<DD><CODE>stride</CODE> - the stride between vectors in floats</DL>
1800
</DD>
1801
</DL>
1802
<HR>
1803
 
1804
<A NAME="prj(float[], float[])"><!-- --></A><H3>
1805
prj</H3>
1806
<PRE>
1807
public static void <B>prj</B>(float[]&nbsp;mat,
1808
                       float[]&nbsp;vec)</PRE>
1809
<DL>
1810
<DD>Multiplies the vector with the given matrix, performing a division by w. The matrix array is assumed to hold a 4x4 column
1811
 major matrix as you can get from <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>. The vector array is assumed to hold a 3-component vector, with x being
1812
 the first element, y being the second and z being the last component. The result is stored in the vector array. This is the
1813
 same as <A HREF="../../../../com/badlogic/gdx/math/Vector3.html#prj(com.badlogic.gdx.math.Matrix4)"><CODE>Vector3.prj(Matrix4)</CODE></A>.
1814
<P>
1815
<DD><DL>
1816
</DL>
1817
</DD>
1818
<DD><DL>
1819
<DT><B>Parameters:</B><DD><CODE>mat</CODE> - the matrix<DD><CODE>vec</CODE> - the vector.</DL>
1820
</DD>
1821
</DL>
1822
<HR>
1823
 
1824
<A NAME="prj(float[], float[], int, int, int)"><!-- --></A><H3>
1825
prj</H3>
1826
<PRE>
1827
public static void <B>prj</B>(float[]&nbsp;mat,
1828
                       float[]&nbsp;vecs,
1829
                       int&nbsp;offset,
1830
                       int&nbsp;numVecs,
1831
                       int&nbsp;stride)</PRE>
1832
<DL>
1833
<DD>Multiplies the vectors with the given matrix, , performing a division by w. The matrix array is assumed to hold a 4x4 column
1834
 major matrix as you can get from <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>. The vectors array is assumed to hold 3-component vectors. Offset
1835
 specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter specifies
1836
 the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between subsequent
1837
 vectors and must be >= 3. This is the same as <A HREF="../../../../com/badlogic/gdx/math/Vector3.html#prj(com.badlogic.gdx.math.Matrix4)"><CODE>Vector3.prj(Matrix4)</CODE></A> applied to multiple vectors.
1838
<P>
1839
<DD><DL>
1840
</DL>
1841
</DD>
1842
<DD><DL>
1843
<DT><B>Parameters:</B><DD><CODE>mat</CODE> - the matrix<DD><CODE>vecs</CODE> - the vectors<DD><CODE>offset</CODE> - the offset into the vectors array<DD><CODE>numVecs</CODE> - the number of vectors<DD><CODE>stride</CODE> - the stride between vectors in floats</DL>
1844
</DD>
1845
</DL>
1846
<HR>
1847
 
1848
<A NAME="rot(float[], float[])"><!-- --></A><H3>
1849
rot</H3>
1850
<PRE>
1851
public static void <B>rot</B>(float[]&nbsp;mat,
1852
                       float[]&nbsp;vec)</PRE>
1853
<DL>
1854
<DD>Multiplies the vector with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4 column
1855
 major matrix as you can get from <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>. The vector array is assumed to hold a 3-component vector, with x being
1856
 the first element, y being the second and z being the last component. The result is stored in the vector array. This is the
1857
 same as <A HREF="../../../../com/badlogic/gdx/math/Vector3.html#rot(com.badlogic.gdx.math.Matrix4)"><CODE>Vector3.rot(Matrix4)</CODE></A>.
1858
<P>
1859
<DD><DL>
1860
</DL>
1861
</DD>
1862
<DD><DL>
1863
<DT><B>Parameters:</B><DD><CODE>mat</CODE> - the matrix<DD><CODE>vec</CODE> - the vector.</DL>
1864
</DD>
1865
</DL>
1866
<HR>
1867
 
1868
<A NAME="rot(float[], float[], int, int, int)"><!-- --></A><H3>
1869
rot</H3>
1870
<PRE>
1871
public static void <B>rot</B>(float[]&nbsp;mat,
1872
                       float[]&nbsp;vecs,
1873
                       int&nbsp;offset,
1874
                       int&nbsp;numVecs,
1875
                       int&nbsp;stride)</PRE>
1876
<DL>
1877
<DD>Multiplies the vectors with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4
1878
 column major matrix as you can get from <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>. The vectors array is assumed to hold 3-component vectors.
1879
 Offset specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter
1880
 specifies the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between
1881
 subsequent vectors and must be >= 3. This is the same as <A HREF="../../../../com/badlogic/gdx/math/Vector3.html#rot(com.badlogic.gdx.math.Matrix4)"><CODE>Vector3.rot(Matrix4)</CODE></A> applied to multiple vectors.
1882
<P>
1883
<DD><DL>
1884
</DL>
1885
</DD>
1886
<DD><DL>
1887
<DT><B>Parameters:</B><DD><CODE>mat</CODE> - the matrix<DD><CODE>vecs</CODE> - the vectors<DD><CODE>offset</CODE> - the offset into the vectors array<DD><CODE>numVecs</CODE> - the number of vectors<DD><CODE>stride</CODE> - the stride between vectors in floats</DL>
1888
</DD>
1889
</DL>
1890
<HR>
1891
 
1892
<A NAME="inv(float[])"><!-- --></A><H3>
1893
inv</H3>
1894
<PRE>
1895
public static boolean <B>inv</B>(float[]&nbsp;values)</PRE>
1896
<DL>
1897
<DD>Computes the inverse of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from
1898
 <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>.
1899
<P>
1900
<DD><DL>
1901
</DL>
1902
</DD>
1903
<DD><DL>
1904
<DT><B>Parameters:</B><DD><CODE>values</CODE> - the matrix values.
1905
<DT><B>Returns:</B><DD>false in case the inverse could not be calculated, true otherwise.</DL>
1906
</DD>
1907
</DL>
1908
<HR>
1909
 
1910
<A NAME="det(float[])"><!-- --></A><H3>
1911
det</H3>
1912
<PRE>
1913
public static float <B>det</B>(float[]&nbsp;values)</PRE>
1914
<DL>
1915
<DD>Computes the determinante of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
1916
 from <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val</CODE></A>.
1917
<P>
1918
<DD><DL>
1919
</DL>
1920
</DD>
1921
<DD><DL>
1922
<DT><B>Parameters:</B><DD><CODE>values</CODE> - the matrix values.
1923
<DT><B>Returns:</B><DD>the determinante.</DL>
1924
</DD>
1925
</DL>
1926
<HR>
1927
 
1928
<A NAME="translate(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
1929
translate</H3>
1930
<PRE>
1931
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>translate</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;translation)</PRE>
1932
<DL>
1933
<DD>Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
1934
 glTranslate/glRotate/glScale
1935
<P>
1936
<DD><DL>
1937
</DL>
1938
</DD>
1939
<DD><DL>
1940
<DT><B>Parameters:</B><DD><CODE>translation</CODE> -
1941
<DT><B>Returns:</B><DD>this matrix for chaining</DL>
1942
</DD>
1943
</DL>
1944
<HR>
1945
 
1946
<A NAME="translate(float, float, float)"><!-- --></A><H3>
1947
translate</H3>
1948
<PRE>
1949
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>translate</B>(float&nbsp;x,
1950
                         float&nbsp;y,
1951
                         float&nbsp;z)</PRE>
1952
<DL>
1953
<DD>Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
1954
 glTranslate/glRotate/glScale
1955
<P>
1956
<DD><DL>
1957
</DL>
1958
</DD>
1959
<DD><DL>
1960
<DT><B>Parameters:</B><DD><CODE>x</CODE> - <DD><CODE>y</CODE> - <DD><CODE>z</CODE> -
1961
<DT><B>Returns:</B><DD>this matrix for chaining</DL>
1962
</DD>
1963
</DL>
1964
<HR>
1965
 
1966
<A NAME="rotate(com.badlogic.gdx.math.Vector3, float)"><!-- --></A><H3>
1967
rotate</H3>
1968
<PRE>
1969
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>rotate</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;axis,
1970
                      float&nbsp;angle)</PRE>
1971
<DL>
1972
<DD>Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES'
1973
 glTranslate/glRotate/glScale
1974
<P>
1975
<DD><DL>
1976
</DL>
1977
</DD>
1978
<DD><DL>
1979
<DT><B>Parameters:</B><DD><CODE>axis</CODE> - <DD><CODE>angle</CODE> - the angle in degrees
1980
<DT><B>Returns:</B><DD>this matrix for chaining</DL>
1981
</DD>
1982
</DL>
1983
<HR>
1984
 
1985
<A NAME="rotate(float, float, float, float)"><!-- --></A><H3>
1986
rotate</H3>
1987
<PRE>
1988
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>rotate</B>(float&nbsp;axisX,
1989
                      float&nbsp;axisY,
1990
                      float&nbsp;axisZ,
1991
                      float&nbsp;angle)</PRE>
1992
<DL>
1993
<DD>Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES'
1994
 glTranslate/glRotate/glScale
1995
<P>
1996
<DD><DL>
1997
</DL>
1998
</DD>
1999
<DD><DL>
2000
<DT><B>Parameters:</B><DD><CODE>axisX</CODE> - <DD><CODE>axisY</CODE> - <DD><CODE>axisZ</CODE> - <DD><CODE>angle</CODE> - the angle in degrees
2001
<DT><B>Returns:</B><DD>this matrix for chaining</DL>
2002
</DD>
2003
</DL>
2004
<HR>
2005
 
2006
<A NAME="rotate(com.badlogic.gdx.math.Quaternion)"><!-- --></A><H3>
2007
rotate</H3>
2008
<PRE>
2009
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>rotate</B>(<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</A>&nbsp;rotation)</PRE>
2010
<DL>
2011
<DD>Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES'
2012
 glTranslate/glRotate/glScale
2013
<P>
2014
<DD><DL>
2015
</DL>
2016
</DD>
2017
<DD><DL>
2018
<DT><B>Parameters:</B><DD><CODE>rotation</CODE> -
2019
<DT><B>Returns:</B><DD>this matrix for chaining</DL>
2020
</DD>
2021
</DL>
2022
<HR>
2023
 
2024
<A NAME="scale(float, float, float)"><!-- --></A><H3>
2025
scale</H3>
2026
<PRE>
2027
public <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>scale</B>(float&nbsp;scaleX,
2028
                     float&nbsp;scaleY,
2029
                     float&nbsp;scaleZ)</PRE>
2030
<DL>
2031
<DD>Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' glTranslate/glRotate/glScale.
2032
<P>
2033
<DD><DL>
2034
</DL>
2035
</DD>
2036
<DD><DL>
2037
<DT><B>Parameters:</B><DD><CODE>scaleX</CODE> - <DD><CODE>scaleY</CODE> - <DD><CODE>scaleZ</CODE> -
2038
<DT><B>Returns:</B><DD>this matrix for chaining</DL>
2039
</DD>
2040
</DL>
2041
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