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Matrix4 (libgdx API)
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com.badlogic.gdx.math
</FONT>
<BR>
Class Matrix4
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.math.Matrix4
</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:
</B> <DD>java.io.Serializable
</DD>
</DL>
<HR>
<DL>
<DT><PRE>public class
<B>Matrix4
</B><DT>extends java.lang.Object
<DT>implements java.io.Serializable
</DL>
</PRE>
<P>
Encapsulates a
<a href="http://en.wikipedia.org/wiki/Row-major_order">column major
</a> 4 by 4 matrix. Like the
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><CODE>Vector3
</CODE></A>
class it allows the chaining of methods by returning a reference to itself. For example:
<pre>
Matrix4 mat = new Matrix4().trn(position).mul(camera.combined);
</pre>
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>badlogicgames@gmail.com
</DD>
<DT><B>See Also:
</B><DD><A HREF="../../../../serialized-form.html#com.badlogic.gdx.math.Matrix4">Serialized Form
</A></DL>
<HR>
<P>
<!-- =========== 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">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M00">M00
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M01">M01
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M02">M02
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M03">M03
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M10">M10
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M11">M11
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M12">M12
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M13">M13
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M20">M20
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M21">M21
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M22">M22
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M23">M23
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M30">M30
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M31">M31
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M32">M32
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#M33">M33
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#tmp">tmp
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val">val
</A></B></CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
<A NAME="constructor_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Constructor Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#Matrix4()">Matrix4
</A></B>()
</CODE>
<BR>
Constructs an identity matrix
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#Matrix4(float[])">Matrix4
</A></B>(float[]
values)
</CODE>
<BR>
Constructs a matrix from the given float array.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<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> matrix)
</CODE>
<BR>
Constructs a matrix from the given matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<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> quaternion)
</CODE>
<BR>
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>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Method Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#cpy()">cpy
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#det()">det
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#det(float[])">det
</A></B>(float[]
values)
</CODE>
<BR>
Computes the determinante of the given matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<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> rotation)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<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> position)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#getValues()">getValues
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#idt()">idt
</A></B>()
</CODE>
<BR>
Sets the matrix to an identity matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#inv()">inv
</A></B>()
</CODE>
<BR>
Inverts the matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#inv(float[])">inv
</A></B>(float[]
values)
</CODE>
<BR>
Computes the inverse of the given matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<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> matrix,
float
alpha)
</CODE>
<BR>
Linearly interpolates between this matrix and the given matrix mixing by alpha
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#mul(float[], float[])">mul
</A></B>(float[]
mata,
float[]
matb)
</CODE>
<BR>
Multiplies the matrix mata with matrix matb, storing the result in mata.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> matrix)
</CODE>
<BR>
Multiplies this matrix with the given matrix, storing the result in this matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#mulVec(float[], float[])">mulVec
</A></B>(float[]
mat,
float[]
vec)
</CODE>
<BR>
Multiplies the vector with the given matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#mulVec(float[], float[], int, int, int)">mulVec
</A></B>(float[]
mat,
float[]
vecs,
int
offset,
int
numVecs,
int
stride)
</CODE>
<BR>
Multiplies the vectors with the given matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#prj(float[], float[])">prj
</A></B>(float[]
mat,
float[]
vec)
</CODE>
<BR>
Multiplies the vector with the given matrix, performing a division by w.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#prj(float[], float[], int, int, int)">prj
</A></B>(float[]
mat,
float[]
vecs,
int
offset,
int
numVecs,
int
stride)
</CODE>
<BR>
Multiplies the vectors with the given matrix, , performing a division by w.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#rot(float[], float[])">rot
</A></B>(float[]
mat,
float[]
vec)
</CODE>
<BR>
Multiplies the vector with the top most 3x3 sub-matrix of the given matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#rot(float[], float[], int, int, int)">rot
</A></B>(float[]
mat,
float[]
vecs,
int
offset,
int
numVecs,
int
stride)
</CODE>
<BR>
Multiplies the vectors with the top most 3x3 sub-matrix of the given matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#rotate(float, float, float, float)">rotate
</A></B>(float
axisX,
float
axisY,
float
axisZ,
float
angle)
</CODE>
<BR>
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> rotation)
</CODE>
<BR>
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> axis,
float
angle)
</CODE>
<BR>
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#scale(float, float, float)">scale
</A></B>(float
scaleX,
float
scaleY,
float
scaleZ)
</CODE>
<BR>
Postmultiplies this matrix with a scale matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#scl(float)">scl
</A></B>(float
scale)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#scl(float, float, float)">scl
</A></B>(float
x,
float
y,
float
z)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> scale)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#set(float[])">set
</A></B>(float[]
values)
</CODE>
<BR>
Sets the matrix to the given matrix as a float array.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> mat)
</CODE>
<BR>
Sets this matrix to the given 3x3 matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> matrix)
</CODE>
<BR>
Sets the matrix to the given matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> quaternion)
</CODE>
<BR>
Sets the matrix to a rotation matrix representing the quaternion.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> xAxis,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> yAxis,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> zAxis,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> pos)
</CODE>
<BR>
Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as
well as the 4th column representing the translation of any point that is multiplied by this matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setFromEulerAngles(float, float, float)">setFromEulerAngles
</A></B>(float
yaw,
float
pitch,
float
roll)
</CODE>
<BR>
Sets this matrix to a rotation matrix from the given euler angles.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> direction,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> up)
</CODE>
<BR>
Sets the matrix to a look at matrix with a direction and an up vector.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> position,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> target,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> up)
</CODE>
<BR>
Sets this matrix to a look at matrix with the given position, target and up vector.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToOrtho(float, float, float, float, float, float)">setToOrtho
</A></B>(float
left,
float
right,
float
bottom,
float
top,
float
near,
float
far)
</CODE>
<BR>
Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following
the OpenGL equivalent
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToOrtho2D(float, float, float, float)">setToOrtho2D
</A></B>(float
x,
float
y,
float
width,
float
height)
</CODE>
<BR>
Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToOrtho2D(float, float, float, float, float, float)">setToOrtho2D
</A></B>(float
x,
float
y,
float
width,
float
height,
float
near,
float
far)
</CODE>
<BR>
Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near
and far plane.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToProjection(float, float, float, float)">setToProjection
</A></B>(float
near,
float
far,
float
fov,
float
aspectRatio)
</CODE>
<BR>
Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToRotation(float, float, float, float)">setToRotation
</A></B>(float
axisX,
float
axisY,
float
axisZ,
float
angle)
</CODE>
<BR>
Sets the matrix to a rotation matrix around the given axis.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToRotation(float, float, float, float, float, float)">setToRotation
</A></B>(float
x1,
float
y1,
float
z1,
float
x2,
float
y2,
float
z2)
</CODE>
<BR>
Set the matrix to a rotation matrix between two vectors.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> axis,
float
angle)
</CODE>
<BR>
Sets the matrix to a rotation matrix around the given axis.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToRotation(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)">setToRotation
</A></B>(
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> v1,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> v2)
</CODE>
<BR>
Set the matrix to a rotation matrix between two vectors.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToScaling(float, float, float)">setToScaling
</A></B>(float
x,
float
y,
float
z)
</CODE>
<BR>
Sets this matrix to a scaling matrix
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> vector)
</CODE>
<BR>
Sets this matrix to a scaling matrix
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToTranslation(float, float, float)">setToTranslation
</A></B>(float
x,
float
y,
float
z)
</CODE>
<BR>
Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
translation vector.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> vector)
</CODE>
<BR>
Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
translation vector.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#setToTranslationAndScaling(float, float, float, float, float, float)">setToTranslationAndScaling
</A></B>(float
translationX,
float
translationY,
float
translationZ,
float
scalingX,
float
scalingY,
float
scalingZ)
</CODE>
<BR>
Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
translation vector in the 4th column and the scaling vector in the diagonal.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> translation,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> scaling)
</CODE>
<BR>
Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
translation vector in the 4th column and the scaling vector in the diagonal.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> position,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> forward,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> up)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#toNormalMatrix()">toNormalMatrix
</A></B>()
</CODE>
<BR>
removes the translational part and transposes the matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#toString()">toString
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#tra()">tra
</A></B>()
</CODE>
<BR>
Transposes the matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#translate(float, float, float)">translate
</A></B>(float
x,
float
y,
float
z)
</CODE>
<BR>
Postmultiplies this matrix by a translation matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> translation)
</CODE>
<BR>
Postmultiplies this matrix by a translation matrix.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#trn(float, float, float)">trn
</A></B>(float
x,
float
y,
float
z)
</CODE>
<BR>
Adds a translational component to the matrix in the 4th column.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A></CODE></FONT></TD>
<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> vector)
</CODE>
<BR>
Adds a translational component to the matrix in the 4th column.
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="M00"><!-- --></A><H3>
M00
</H3>
<PRE>
public static final int
<B>M00
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M00">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M01"><!-- --></A><H3>
M01
</H3>
<PRE>
public static final int
<B>M01
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M01">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M02"><!-- --></A><H3>
M02
</H3>
<PRE>
public static final int
<B>M02
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M02">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M03"><!-- --></A><H3>
M03
</H3>
<PRE>
public static final int
<B>M03
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M03">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M10"><!-- --></A><H3>
M10
</H3>
<PRE>
public static final int
<B>M10
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M10">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M11"><!-- --></A><H3>
M11
</H3>
<PRE>
public static final int
<B>M11
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M11">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M12"><!-- --></A><H3>
M12
</H3>
<PRE>
public static final int
<B>M12
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M12">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M13"><!-- --></A><H3>
M13
</H3>
<PRE>
public static final int
<B>M13
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M13">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M20"><!-- --></A><H3>
M20
</H3>
<PRE>
public static final int
<B>M20
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M20">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M21"><!-- --></A><H3>
M21
</H3>
<PRE>
public static final int
<B>M21
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M21">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M22"><!-- --></A><H3>
M22
</H3>
<PRE>
public static final int
<B>M22
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M22">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M23"><!-- --></A><H3>
M23
</H3>
<PRE>
public static final int
<B>M23
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M23">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M30"><!-- --></A><H3>
M30
</H3>
<PRE>
public static final int
<B>M30
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M30">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M31"><!-- --></A><H3>
M31
</H3>
<PRE>
public static final int
<B>M31
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M31">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M32"><!-- --></A><H3>
M32
</H3>
<PRE>
public static final int
<B>M32
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M32">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="M33"><!-- --></A><H3>
M33
</H3>
<PRE>
public static final int
<B>M33
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.math.Matrix4.M33">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="tmp"><!-- --></A><H3>
tmp
</H3>
<PRE>
public final float[]
<B>tmp
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="val"><!-- --></A><H3>
val
</H3>
<PRE>
public final float[]
<B>val
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="Matrix4()"><!-- --></A><H3>
Matrix4
</H3>
<PRE>
public
<B>Matrix4
</B>()
</PRE>
<DL>
<DD>Constructs an identity matrix
<P>
</DL>
<HR>
<A NAME="Matrix4(com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
Matrix4
</H3>
<PRE>
public
<B>Matrix4
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> matrix)
</PRE>
<DL>
<DD>Constructs a matrix from the given matrix.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>matrix
</CODE> - The matrix to copy. (This matrix is not modified)
</DL>
</DL>
<HR>
<A NAME="Matrix4(float[])"><!-- --></A><H3>
Matrix4
</H3>
<PRE>
public
<B>Matrix4
</B>(float[]
values)
</PRE>
<DL>
<DD>Constructs a matrix from the given float array. The array must have at least 16 elements; the first 16 will be copied.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>values
</CODE> - The float array to copy. Remember that this matrix is in
<a
href="http://en.wikipedia.org/wiki/Row-major_order">column major
</a> order. (The float array is not modified)
</DL>
</DL>
<HR>
<A NAME="Matrix4(com.badlogic.gdx.math.Quaternion)"><!-- --></A><H3>
Matrix4
</H3>
<PRE>
public
<B>Matrix4
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion
</A> quaternion)
</PRE>
<DL>
<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>.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>quaternion
</CODE> - The quaternion to be copied. (The quaternion is not modified)
</DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="set(com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
set
</H3>
<PRE>
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> matrix)
</PRE>
<DL>
<DD>Sets the matrix to the given matrix.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>matrix
</CODE> - The matrix that is to be copied. (The given matrix is not modified)
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="set(float[])"><!-- --></A><H3>
set
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>set
</B>(float[]
values)
</PRE>
<DL>
<DD>Sets the matrix to the given matrix as a float array. The float array must have at least 16 elements; the first 16 will be
copied.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>values
</CODE> - The matrix, in float form, that is to be copied. Remember that this matrix is in
<a
href="http://en.wikipedia.org/wiki/Row-major_order">column major
</a> order.
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="set(com.badlogic.gdx.math.Quaternion)"><!-- --></A><H3>
set
</H3>
<PRE>
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> quaternion)
</PRE>
<DL>
<DD>Sets the matrix to a rotation matrix representing the quaternion.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>quaternion
</CODE> - The quaternion that is to be used to set this matrix.
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<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>
set
</H3>
<PRE>
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/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> xAxis,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> yAxis,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> zAxis,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> pos)
</PRE>
<DL>
<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
well as the 4th column representing the translation of any point that is multiplied by this matrix.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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>
</DD>
</DL>
<HR>
<A NAME="cpy()"><!-- --></A><H3>
cpy
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>cpy
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Returns:
</B><DD>a copy of this matrix
</DL>
</DD>
</DL>
<HR>
<A NAME="trn(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
trn
</H3>
<PRE>
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> vector)
</PRE>
<DL>
<DD>Adds a translational component to the matrix in the 4th column. The other columns are untouched.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>vector
</CODE> - The translation vector to add to the current matrix. (This vector is not modified)
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="trn(float, float, float)"><!-- --></A><H3>
trn
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>trn
</B>(float
x,
float
y,
float
z)
</PRE>
<DL>
<DD>Adds a translational component to the matrix in the 4th column. The other columns are untouched.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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.
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="getValues()"><!-- --></A><H3>
getValues
</H3>
<PRE>
public float[]
<B>getValues
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Returns:
</B><DD>the backing float array
</DL>
</DD>
</DL>
<HR>
<A NAME="mul(com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
mul
</H3>
<PRE>
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> matrix)
</PRE>
<DL>
<DD>Multiplies this matrix with the given matrix, storing the result in this matrix. For example:
<pre>
A.mul(B) results in A := AB.
</pre>
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>matrix
</CODE> - The other matrix to multiply by.
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining operations together.
</DL>
</DD>
</DL>
<HR>
<A NAME="tra()"><!-- --></A><H3>
tra
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>tra
</B>()
</PRE>
<DL>
<DD>Transposes the matrix.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="idt()"><!-- --></A><H3>
idt
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>idt
</B>()
</PRE>
<DL>
<DD>Sets the matrix to an identity matrix.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="inv()"><!-- --></A><H3>
inv
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>inv
</B>()
</PRE>
<DL>
<DD>Inverts the matrix. Throws a
<CODE>RuntimeException
</CODE> in case the matrix is not invertible. Stores the result in this
matrix.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="det()"><!-- --></A><H3>
det
</H3>
<PRE>
public float
<B>det
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Returns:
</B><DD>The determinant of this matrix
</DL>
</DD>
</DL>
<HR>
<A NAME="setToProjection(float, float, float, float)"><!-- --></A><H3>
setToProjection
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToProjection
</B>(float
near,
float
far,
float
fov,
float
aspectRatio)
</PRE>
<DL>
<DD>Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToOrtho2D(float, float, float, float)"><!-- --></A><H3>
setToOrtho2D
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToOrtho2D
</B>(float
x,
float
y,
float
width,
float
height)
</PRE>
<DL>
<DD>Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height. The near plane
is set to 0, the far plane is set to 1.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToOrtho2D(float, float, float, float, float, float)"><!-- --></A><H3>
setToOrtho2D
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToOrtho2D
</B>(float
x,
float
y,
float
width,
float
height,
float
near,
float
far)
</PRE>
<DL>
<DD>Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near
and far plane.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToOrtho(float, float, float, float, float, float)"><!-- --></A><H3>
setToOrtho
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToOrtho
</B>(float
left,
float
right,
float
bottom,
float
top,
float
near,
float
far)
</PRE>
<DL>
<DD>Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following
the OpenGL equivalent
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToTranslation(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
setToTranslation
</H3>
<PRE>
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> vector)
</PRE>
<DL>
<DD>Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
translation vector.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>vector
</CODE> - The translation vector
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToTranslation(float, float, float)"><!-- --></A><H3>
setToTranslation
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToTranslation
</B>(float
x,
float
y,
float
z)
</PRE>
<DL>
<DD>Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
translation vector.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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.
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToTranslationAndScaling(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
setToTranslationAndScaling
</H3>
<PRE>
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> translation,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> scaling)
</PRE>
<DL>
<DD>Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
translation vector in the 4th column and the scaling vector in the diagonal.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>translation
</CODE> - The translation vector
<DD><CODE>scaling
</CODE> - The scaling vector
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToTranslationAndScaling(float, float, float, float, float, float)"><!-- --></A><H3>
setToTranslationAndScaling
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToTranslationAndScaling
</B>(float
translationX,
float
translationY,
float
translationZ,
float
scalingX,
float
scalingY,
float
scalingZ)
</PRE>
<DL>
<DD>Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
translation vector in the 4th column and the scaling vector in the diagonal.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToRotation(com.badlogic.gdx.math.Vector3, float)"><!-- --></A><H3>
setToRotation
</H3>
<PRE>
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> axis,
float
angle)
</PRE>
<DL>
<DD>Sets the matrix to a rotation matrix around the given axis.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>axis
</CODE> - The axis
<DD><CODE>angle
</CODE> - The angle in degrees
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToRotation(float, float, float, float)"><!-- --></A><H3>
setToRotation
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToRotation
</B>(float
axisX,
float
axisY,
float
axisZ,
float
angle)
</PRE>
<DL>
<DD>Sets the matrix to a rotation matrix around the given axis.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToRotation(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
setToRotation
</H3>
<PRE>
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> v1,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> v2)
</PRE>
<DL>
<DD>Set the matrix to a rotation matrix between two vectors.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>v1
</CODE> - The base vector
<DD><CODE>v2
</CODE> - The target vector
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together
</DL>
</DD>
</DL>
<HR>
<A NAME="setToRotation(float, float, float, float, float, float)"><!-- --></A><H3>
setToRotation
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToRotation
</B>(float
x1,
float
y1,
float
z1,
float
x2,
float
y2,
float
z2)
</PRE>
<DL>
<DD>Set the matrix to a rotation matrix between two vectors.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>x1
</CODE> - The base vectors x value
<DD><CODE>y1
</CODE> - The base vectors y value
<DD><CODE>z1
</CODE> - The base vectors z value
<DD><CODE>x2
</CODE> - The target vector x value
<DD><CODE>y2
</CODE> - The target vector y value
<DD><CODE>z2
</CODE> - The target vector z value
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together
</DL>
</DD>
</DL>
<HR>
<A NAME="setFromEulerAngles(float, float, float)"><!-- --></A><H3>
setFromEulerAngles
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setFromEulerAngles
</B>(float
yaw,
float
pitch,
float
roll)
</PRE>
<DL>
<DD>Sets this matrix to a rotation matrix from the given euler angles.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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
<DT><B>Returns:
</B><DD>This matrix
</DL>
</DD>
</DL>
<HR>
<A NAME="setToScaling(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
setToScaling
</H3>
<PRE>
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> vector)
</PRE>
<DL>
<DD>Sets this matrix to a scaling matrix
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>vector
</CODE> - The scaling vector
<DT><B>Returns:
</B><DD>This matrix for chaining.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToScaling(float, float, float)"><!-- --></A><H3>
setToScaling
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>setToScaling
</B>(float
x,
float
y,
float
z)
</PRE>
<DL>
<DD>Sets this matrix to a scaling matrix
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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
<DT><B>Returns:
</B><DD>This matrix for chaining.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToLookAt(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
setToLookAt
</H3>
<PRE>
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> direction,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> up)
</PRE>
<DL>
<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
model view matrix.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>direction
</CODE> - The direction vector
<DD><CODE>up
</CODE> - The up vector
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="setToLookAt(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
setToLookAt
</H3>
<PRE>
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> position,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> target,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> up)
</PRE>
<DL>
<DD>Sets this matrix to a look at matrix with the given position, target and up vector.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>position
</CODE> - the position
<DD><CODE>target
</CODE> - the target
<DD><CODE>up
</CODE> - the up vector
<DT><B>Returns:
</B><DD>This matrix
</DL>
</DD>
</DL>
<HR>
<A NAME="setToWorld(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
setToWorld
</H3>
<PRE>
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> position,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> forward,
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> up)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="toString()"><!-- --></A><H3>
toString
</H3>
<PRE>
public java.lang.String
<B>toString
</B>()
</PRE>
<DL>
<DD>
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE>toString
</CODE> in class
<CODE>java.lang.Object
</CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="lerp(com.badlogic.gdx.math.Matrix4, float)"><!-- --></A><H3>
lerp
</H3>
<PRE>
public void
<B>lerp
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> matrix,
float
alpha)
</PRE>
<DL>
<DD>Linearly interpolates between this matrix and the given matrix mixing by alpha
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>matrix
</CODE> - the matrix
<DD><CODE>alpha
</CODE> - the alpha value in the range [0,1]
</DL>
</DD>
</DL>
<HR>
<A NAME="set(com.badlogic.gdx.math.Matrix3)"><!-- --></A><H3>
set
</H3>
<PRE>
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> mat)
</PRE>
<DL>
<DD>Sets this matrix to the given 3x3 matrix. The third column of this matrix is set to (0,0,1,0).
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>mat
</CODE> - the matrix
</DL>
</DD>
</DL>
<HR>
<A NAME="scl(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
scl
</H3>
<PRE>
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> scale)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="scl(float, float, float)"><!-- --></A><H3>
scl
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>scl
</B>(float
x,
float
y,
float
z)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="scl(float)"><!-- --></A><H3>
scl
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>scl
</B>(float
scale)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getTranslation(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
getTranslation
</H3>
<PRE>
public void
<B>getTranslation
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> position)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getRotation(com.badlogic.gdx.math.Quaternion)"><!-- --></A><H3>
getRotation
</H3>
<PRE>
public void
<B>getRotation
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion
</A> rotation)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="toNormalMatrix()"><!-- --></A><H3>
toNormalMatrix
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>toNormalMatrix
</B>()
</PRE>
<DL>
<DD>removes the translational part and transposes the matrix.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="mul(float[], float[])"><!-- --></A><H3>
mul
</H3>
<PRE>
public static void
<B>mul
</B>(float[]
mata,
float[]
matb)
</PRE>
<DL>
<DD>Multiplies the matrix mata with matrix matb, storing the result in mata. The arrays are assumed to hold 4x4 column major
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>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>mata
</CODE> - the first matrix.
<DD><CODE>matb
</CODE> - the second matrix.
</DL>
</DD>
</DL>
<HR>
<A NAME="mulVec(float[], float[])"><!-- --></A><H3>
mulVec
</H3>
<PRE>
public static void
<B>mulVec
</B>(float[]
mat,
float[]
vec)
</PRE>
<DL>
<DD>Multiplies the vector with the given matrix. The matrix array is assumed to hold a 4x4 column 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 the first element, y being
the second and z being the last component. The result is stored in the vector array. This is the same as
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html#mul(com.badlogic.gdx.math.Matrix4)"><CODE>Vector3.mul(Matrix4)
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>mat
</CODE> - the matrix
<DD><CODE>vec
</CODE> - the vector.
</DL>
</DD>
</DL>
<HR>
<A NAME="mulVec(float[], float[], int, int, int)"><!-- --></A><H3>
mulVec
</H3>
<PRE>
public static void
<B>mulVec
</B>(float[]
mat,
float[]
vecs,
int
offset,
int
numVecs,
int
stride)
</PRE>
<DL>
<DD>Multiplies the vectors with the given matrix. The matrix array is assumed to hold a 4x4 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. Offset specifies the offset into the
array where the x-component of the first vector is located. The numVecs parameter specifies the number of vectors stored in
the vectors array. The stride parameter specifies the number of floats between subsequent vectors and must be >= 3. This is
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.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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>
</DD>
</DL>
<HR>
<A NAME="prj(float[], float[])"><!-- --></A><H3>
prj
</H3>
<PRE>
public static void
<B>prj
</B>(float[]
mat,
float[]
vec)
</PRE>
<DL>
<DD>Multiplies the vector with the given matrix, performing a division by w. The matrix array is assumed to hold a 4x4 column
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
the first element, y being the second and z being the last component. The result is stored in the vector array. 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>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>mat
</CODE> - the matrix
<DD><CODE>vec
</CODE> - the vector.
</DL>
</DD>
</DL>
<HR>
<A NAME="prj(float[], float[], int, int, int)"><!-- --></A><H3>
prj
</H3>
<PRE>
public static void
<B>prj
</B>(float[]
mat,
float[]
vecs,
int
offset,
int
numVecs,
int
stride)
</PRE>
<DL>
<DD>Multiplies the vectors with the given matrix, , performing a division by w. The matrix array is assumed to hold a 4x4 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. Offset
specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter specifies
the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between subsequent
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.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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>
</DD>
</DL>
<HR>
<A NAME="rot(float[], float[])"><!-- --></A><H3>
rot
</H3>
<PRE>
public static void
<B>rot
</B>(float[]
mat,
float[]
vec)
</PRE>
<DL>
<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
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
the first element, y being the second and z being the last component. The result is stored in the vector array. 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>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>mat
</CODE> - the matrix
<DD><CODE>vec
</CODE> - the vector.
</DL>
</DD>
</DL>
<HR>
<A NAME="rot(float[], float[], int, int, int)"><!-- --></A><H3>
rot
</H3>
<PRE>
public static void
<B>rot
</B>(float[]
mat,
float[]
vecs,
int
offset,
int
numVecs,
int
stride)
</PRE>
<DL>
<DD>Multiplies the vectors with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4
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.
Offset specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter
specifies the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between
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.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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>
</DD>
</DL>
<HR>
<A NAME="inv(float[])"><!-- --></A><H3>
inv
</H3>
<PRE>
public static boolean
<B>inv
</B>(float[]
values)
</PRE>
<DL>
<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
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>values
</CODE> - the matrix values.
<DT><B>Returns:
</B><DD>false in case the inverse could not be calculated, true otherwise.
</DL>
</DD>
</DL>
<HR>
<A NAME="det(float[])"><!-- --></A><H3>
det
</H3>
<PRE>
public static float
<B>det
</B>(float[]
values)
</PRE>
<DL>
<DD>Computes the determinante of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get
from
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html#val"><CODE>val
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>values
</CODE> - the matrix values.
<DT><B>Returns:
</B><DD>the determinante.
</DL>
</DD>
</DL>
<HR>
<A NAME="translate(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
translate
</H3>
<PRE>
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> translation)
</PRE>
<DL>
<DD>Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES'
glTranslate/glRotate/glScale
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>translation
</CODE> -
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="translate(float, float, float)"><!-- --></A><H3>
translate
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>translate
</B>(float
x,
float
y,
float
z)
</PRE>
<DL>
<DD>Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>x
</CODE> - Translation in the x-axis.
<DD><CODE>y
</CODE> - Translation in the y-axis.
<DD><CODE>z
</CODE> - Translation in the z-axis.
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="rotate(com.badlogic.gdx.math.Vector3, float)"><!-- --></A><H3>
rotate
</H3>
<PRE>
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> axis,
float
angle)
</PRE>
<DL>
<DD>Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>axis
</CODE> - The vector axis to rotate around.
<DD><CODE>angle
</CODE> - The angle in degrees.
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="rotate(float, float, float, float)"><!-- --></A><H3>
rotate
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>rotate
</B>(float
axisX,
float
axisY,
float
axisZ,
float
angle)
</PRE>
<DL>
<DD>Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>axisX
</CODE> - The x-axis component of the vector to rotate around.
<DD><CODE>axisY
</CODE> - The y-axis component of the vector to rotate around.
<DD><CODE>axisZ
</CODE> - The z-axis component of the vector to rotate around.
<DD><CODE>angle
</CODE> - The angle in degrees
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="rotate(com.badlogic.gdx.math.Quaternion)"><!-- --></A><H3>
rotate
</H3>
<PRE>
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> rotation)
</PRE>
<DL>
<DD>Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>rotation
</CODE> -
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
<HR>
<A NAME="scale(float, float, float)"><!-- --></A><H3>
scale
</H3>
<PRE>
public
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> <B>scale
</B>(float
scaleX,
float
scaleY,
float
scaleZ)
</PRE>
<DL>
<DD>Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' 1.x
glTranslate/glRotate/glScale.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>scaleX
</CODE> - The scale in the x-axis.
<DD><CODE>scaleY
</CODE> - The scale in the y-axis.
<DD><CODE>scaleZ
</CODE> - The scale in the z-axis.
<DT><B>Returns:
</B><DD>This matrix for the purpose of chaining methods together.
</DL>
</DD>
</DL>
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