Calculate the adjoint, or adjugate, of this Matrix.
Make a clone of this Matrix4.
Copy the values of a given Matrix into this Matrix.
The Matrix to copy the values from.
Calculate 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.
Set the values of this Matrix from the given Quaternion.
The Quaternion to set the values of this Matrix from.
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.
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.
Copies the given Matrix4 into this Matrix and then inverses it.
The Matrix4 to invert into this Matrix4.
Returns the maximum axis scale from this Matrix4.
Reset this Matrix to an identity (default) matrix.
Invert this Matrix.
Multiply this Matrix by the given Matrix.
The Matrix to multiply this Matrix by.
Multiply the values of this Matrix4 by those given in the src argument.
The source Matrix4 that this Matrix4 is multiplied by.
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.
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.
Generate a perspective projection matrix with the given bounds.
The width of the frustum.
The height of the frustum.
Near bound of the frustum.
Far bound of the frustum.
Multiplies the given Matrix4 object with this Matrix.
This is the same as calling multiplyMatrices(m, this).
The Matrix4 to multiply with this one.
Apply a rotation transformation to this Matrix.
The angle in radians to rotate by.
The axis to rotate upon.
Rotate this matrix on its X axis.
The angle in radians to rotate by.
Rotate this matrix on its Y axis.
The angle to rotate by, in radians.
Rotate this matrix on its Z axis.
The angle to rotate by, in radians.
Apply a scale transformation to this Matrix.
The x component.
The y component.
The z component.
Set the scaling values of this Matrix.
The x scaling value.
The y scaling value.
The z scaling value.
This method is an alias for Matrix4.copy.
The Matrix to set the values of this Matrix's from.
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.
Generates a transform matrix based on the given position, scale and rotation.
The position vector.
The scale vector.
The rotation quaternion.
Translate this Matrix using the given values.
The x component.
The y component.
The z component.
Transpose this Matrix.
Set the x, y and z values of this Matrix.
The x value.
The y value.
The z value.
Set the values of this matrix from the given yaw, pitch and roll values.
The yaw value.
The pitch value.
The roll value.
Reset this Matrix.
Sets all values to 0.
A four-dimensional matrix.
Adapted from gl-matrix by toji and vecmath by mattdesl