Calculate the determinant of this Matrix.undefined
The determinant of this Matrix.
Set the values of this Matrix from the given array.
The array to copy the values from.
This Matrix3.
Copies the upper-left 3x3 values of a Matrix4 into this Matrix3, discarding the fourth row and column. This is useful when you need the rotation and scale portion of a transformation matrix without its translation component.
The Matrix4 to copy the values from.
This Matrix3.
Set the values of this Matrix from the given Quaternion.
The Quaternion to set the values of this Matrix from.
This Matrix3.
Invert this Matrix. Returns null if the matrix is not invertible
(i.e. its determinant is zero).undefined
This Matrix3, or null if the matrix cannot be inverted.
Derives a normal matrix from the given Matrix4. The normal matrix is the
transpose of the inverse of the Matrix4, and is used in lighting calculations
to correctly transform surface normals when non-uniform scaling is applied.
Returns null if the Matrix4 is not invertible (i.e. its determinant is zero).
The Matrix4 to derive the normal matrix from.
This Matrix3, or null if the Matrix4 cannot be inverted.
Apply a rotation transformation to this Matrix.
The angle in radians to rotate by.
This Matrix3.
A 3x3 column-major matrix stored as a Float32Array of 9 values. Used for 2D affine transformations, extracting the upper-left 3x3 portion of a Matrix4, and computing normal matrices for lighting calculations. Values are stored in column-major order to match WebGL conventions.
Defaults to the identity matrix when instantiated.