Constructors
constructor
- new Matrix4(m11?: number, m12?: number, m13?: number, m14?: number, m21?: number, m22?: number, m23?: number, m24?: number, m31?: number, m32?: number, m33?: number, m34?: number, tx?: number, ty?: number, tz?: number, tw?: number): Matrix4
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Parameters
-
Default value m11: number = 1
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Default value m12: number = 0
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Default value m13: number = 0
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Default value m14: number = 0
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Default value m21: number = 0
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Default value m22: number = 1
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Default value m23: number = 0
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Default value m24: number = 0
-
Default value m31: number = 0
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Default value m32: number = 0
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Default value m33: number = 1
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Default value m34: number = 0
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Default value tx: number = 0
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Default value ty: number = 0
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Default value tz: number = 0
-
Default value tw: number = 1
Methods
getMat4FloatArray
- getMat4FloatArray(): Float32Array
matrix4Multiply
- matrix4Multiply(...args: Matrix4[]): void
scalarMultiply
- scalarMultiply(scalar: number): void
setLocalToParentFromEulerAngle
setLocalToParentFromRotationMatrix
- setLocalToParentFromRotationMatrix(pos: Vector3, orientation: Matrix4): void
setOrtho
- setOrtho(left: number, right: number, bottom: number, top: number, near: number, far: number): void
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Parameters
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left: number
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right: number
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bottom: number
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top: number
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near: number
-
far: number
Returns void
setParentToLocalFromEulerAngle
setParentToLocalFromRotationMatrix
- setParentToLocalFromRotationMatrix(pos: Vector3, orientation: Matrix4): void
setPerspective
- setPerspective(fov: number, aspect: number, near: number, far: number): void
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Parameters
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fov: number
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aspect: number
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near: number
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far: number
Returns void
setRotateFromVector3
- setRotateFromVector3(axis: Vector3, theta: number): void
setRotateFromXYZAxis
- setRotateFromXYZAxis(axis: string, theta: number): void
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Parameters
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axis: string
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theta: number
Returns void
setScaleFromAxis
- setScaleFromAxis(axis: Vector3, k: number): void
setShear
- setShear(axis: string, s: number, t: number): void
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Parameters
-
axis: string
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s: number
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t: number
Returns void
Static fromObjectToWorldQuaternion
Static fromWorldToObjectQuaternion
mat4 标准矩阵
Matrix4