Calculate the adjoint, or adjugate, of this Matrix.undefined
This Matrix4.
Copy the values of a given Matrix into this Matrix.
The Matrix to copy the values from.
This Matrix4.
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. Must have at least 16 elements.
This Matrix4.
Set the values of this Matrix from the given Quaternion.
The Quaternion to set the values of this Matrix from.
This Matrix4.
Set the values of this Matrix from the given rotation Quaternion and translation Vector.
The Quaternion to set rotation from.
The Vector to set translation from.
This Matrix4.
Generate a frustum matrix with the given bounds.
The left bound of the frustum.
The right bound of the frustum.
The bottom bound of the frustum.
The top bound of the frustum.
The near bound of the frustum.
The far bound of the frustum.
This Matrix4.
Copies the given Matrix4 into this Matrix and then inverses it.
The Matrix4 to invert into this Matrix4.
This Matrix4.
Returns the maximum axis scale from this Matrix4.undefined
The maximum axis scale.
Reset this Matrix to an identity (default) matrix.undefined
This Matrix4.
Invert this Matrix.undefined
This Matrix4.
Multiply this Matrix by the given Matrix.
The Matrix to multiply this Matrix by.
This Matrix4.
Multiply the values of this Matrix4 by those given in the src argument.
The source Matrix4 that this Matrix4 is multiplied by.
This Matrix4.
Generate an orthogonal projection matrix with the given bounds.
The left bound of the frustum.
The right bound of the frustum.
The bottom bound of the frustum.
The top bound of the frustum.
The near bound of the frustum.
The far bound of the frustum.
This Matrix4.
Generate a perspective projection matrix with the given bounds.
Vertical field of view in radians
Aspect ratio. Typically viewport width / height.
Near bound of the frustum.
Far bound of the frustum.
This Matrix4.
Generate a left-handed perspective projection matrix with the given frustum dimensions.
Unlike perspective, this method takes explicit pixel width and height for the frustum
rather than a field-of-view angle and aspect ratio.
The width of the frustum.
The height of the frustum.
Near bound of the frustum.
Far bound of the frustum.
This Matrix4.
Multiplies the given Matrix4 object with this Matrix.
This is the same as calling multiplyMatrices(m, this).
The Matrix4 to multiply with this one.
This Matrix4.
Apply a rotation transformation to this Matrix.
The angle in radians to rotate by.
The axis to rotate upon.
This Matrix4.
Rotate this matrix on its X axis.
The angle in radians to rotate by.
This Matrix4.
Rotate this matrix on its Y axis.
The angle to rotate by, in radians.
This Matrix4.
Rotate this matrix on its Z axis.
The angle to rotate by, in radians.
This Matrix4.
Apply a scale transformation to this Matrix.
The x component.
The y component.
The z component.
This Matrix4.
Set the scaling values of this Matrix.
The x scaling value.
The y scaling value.
The z scaling value.
This Matrix4.
This method is an alias for Matrix4.copy.
The Matrix to set the values of this Matrix from.
This Matrix4.
Sets all values of this Matrix4.
The m00 value.
The m01 value.
The m02 value.
The m03 value.
The m10 value.
The m11 value.
The m12 value.
The m13 value.
The m20 value.
The m21 value.
The m22 value.
The m23 value.
The m30 value.
The m31 value.
The m32 value.
The m33 value.
This Matrix4 instance.
Generates a transform matrix based on the given position, scale and rotation.
The position vector.
The scale vector.
The rotation quaternion.
This Matrix4.
Translate this Matrix using the given values.
The x component.
The y component.
The z component.
This Matrix4.
Transpose this Matrix.undefined
This Matrix4.
Set the x, y and z values of this Matrix.
The x value.
The y value.
The z value.
This Matrix4.
Set the values of this matrix from the given yaw, pitch and roll values.
The yaw angle, in radians.
The pitch angle, in radians.
The roll angle, in radians.
This Matrix4.
A 4x4 column-major matrix stored as a Float32Array of 16 values. Used for 3D transformations including projection, view, and model matrices. This is the primary matrix class for WebGL rendering operations in Phaser, supporting perspective/orthographic projection, look-at camera setup, and affine transforms (translate, rotate, scale).
Adapted from gl-matrix by toji and vecmath by mattdesl