Members
(static, readonly) IDENTITY :pc.Mat4
A constant matrix set to the identity.
Type:
- Source:
(static, readonly) ZERO :pc.Mat4
A constant matrix with all elements set to 0.
Type:
- Source:
Methods
add(rhs) → {pc.Mat4}
Adds the specified 4x4 matrix to the current instance.
Parameters:
Name | Type | Description |
---|---|---|
rhs |
pc.Mat4 | The 4x4 matrix used as the second operand of the addition. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var m = new pc.Mat4();
m.add(pc.Mat4.ONE);
console.log("The result of the addition is: " a.toString());
add2(lhs, rhs) → {pc.Mat4}
Adds the specified 4x4 matrices together and stores the result in
the current instance.
Parameters:
Name | Type | Description |
---|---|---|
lhs |
pc.Mat4 | The 4x4 matrix used as the first operand of the addition. |
rhs |
pc.Mat4 | The 4x4 matrix used as the second operand of the addition. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var m = new pc.Mat4();
m.add2(pc.Mat4.IDENTITY, pc.Mat4.ONE);
console.log("The result of the addition is: " a.toString());
clone() → {pc.Mat4}
Creates a duplicate of the specified matrix.
- Source:
Returns:
A duplicate matrix.
- Type
- pc.Mat4
Example
var src = new pc.Mat4().setFromEulerAngles(10, 20, 30);
var dst = src.clone();
console.log("The two matrices are " + (src.equals(dst) ? "equal" : "different"));
copy(rhs) → {pc.Mat4}
Copies the contents of a source 4x4 matrix to a destination 4x4 matrix.
Parameters:
Name | Type | Description |
---|---|---|
rhs |
pc.Mat4 | A 4x4 matrix to be copied. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var src = new pc.Mat4().setFromEulerAngles(10, 20, 30);
var dst = new pc.Mat4();
dst.copy(src);
console.log("The two matrices are " + (src.equals(dst) ? "equal" : "different"));
equals(rhs) → {Boolean}
Reports whether two matrices are equal.
Parameters:
Name | Type | Description |
---|---|---|
rhs |
pc.Mat4 | The other matrix. |
- Source:
Returns:
true if the matrices are equal and false otherwise.
- Type
- Boolean
Example
var a = new pc.Mat4().setFromEulerAngles(10, 20, 30);
var b = new pc.Mat4();
console.log("The two matrices are " + (a.equals(b) ? "equal" : "different"));
getEulerAngles(eulersopt) → {pc.Vec3}
Extracts the Euler angles equivalent to the rotational portion
of the specified matrix. The returned Euler angles are in XYZ order an in degrees.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
eulers |
pc.Vec3 |
<optional> |
A 3-d vector to receive the Euler angles. |
- Source:
Returns:
A 3-d vector containing the Euler angles.
- Type
- pc.Vec3
Example
// Create a 4x4 rotation matrix of 45 degrees around the y-axis
var m = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 45);
var eulers = m.getEulerAngles();
getScale(scaleopt) → {pc.Vec3}
Extracts the scale component from the specified 4x4 matrix.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
scale |
pc.Vec3 |
<optional> |
Vector to receive the scale. |
- Source:
Returns:
The scale in X, Y and Z of the specified 4x4 matrix.
- Type
- pc.Vec3
Example
// Create a 4x4 scale matrix
var m = new pc.Mat4().scale(2, 3, 4);
// Query the scale component
var scale = m.getScale();
getTranslation(topt) → {pc.Vec3}
Extracts the translational component from the specified 4x4 matrix.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
t |
pc.Vec3 |
<optional> |
The vector to receive the translation of the matrix. |
- Source:
Returns:
The translation of the specified 4x4 matrix.
- Type
- pc.Vec3
Example
// Create a 4x4 matrix
var m = new pc.Mat4();
// Query the z-axis component
var t = new pc.Vec3();
m.getTranslation(t);
getX(xopt) → {pc.Vec3}
Extracts the x-axis from the specified 4x4 matrix.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
x |
pc.Vec3 |
<optional> |
The vector to receive the x axis of the matrix. |
- Source:
Returns:
The x-axis of the specified 4x4 matrix.
- Type
- pc.Vec3
Example
// Create a 4x4 matrix
var m = new pc.Mat4();
// Query the z-axis component
var x = new pc.Vec3();
m.getX(x);
getY(yopt) → {pc.Vec3}
Extracts the y-axis from the specified 4x4 matrix.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
y |
pc.Vec3 |
<optional> |
The vector to receive the y axis of the matrix. |
- Source:
Returns:
The y-axis of the specified 4x4 matrix.
- Type
- pc.Vec3
Example
// Create a 4x4 matrix
var m = new pc.Mat4();
// Query the z-axis component
var y = new pc.Vec3();
m.getY(y);
getZ(zopt) → {pc.Vec3}
Extracts the z-axis from the specified 4x4 matrix.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
z |
pc.Vec3 |
<optional> |
The vector to receive the z axis of the matrix. |
- Source:
Returns:
The z-axis of the specified 4x4 matrix.
- Type
- pc.Vec3
Example
// Create a 4x4 matrix
var m = new pc.Mat4();
// Query the z-axis component
var z = new pc.Vec3();
m.getZ(z);
invert() → {pc.Mat4}
Sets the specified matrix to its inverse.
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
// Create a 4x4 rotation matrix of 180 degrees around the y-axis
var rot = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 180);
// Invert in place
rot.invert();
isIdentity() → {Boolean}
Reports whether the specified matrix is the identity matrix.
- Source:
Returns:
true if the matrix is identity and false otherwise.
- Type
- Boolean
Example
var m = new pc.Mat4();
console.log("The matrix is " + (m.isIdentity() ? "identity" : "not identity"));
mul(rhs) → {pc.Mat4}
Multiplies the current instance by the specified 4x4 matrix.
Parameters:
Name | Type | Description |
---|---|---|
rhs |
pc.Mat4 | The 4x4 matrix used as the second multiplicand of the operation. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var a = new pc.Mat4().setFromEulerAngles(10, 20, 30);
var b = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 180);
// a = a * b
a.mul(b);
console.log("The result of the multiplication is: " a.toString());
mul2(lhs, rhs) → {pc.Mat4}
Multiplies the specified 4x4 matrices together and stores the result in
the current instance.
Parameters:
Name | Type | Description |
---|---|---|
lhs |
pc.Mat4 | The 4x4 matrix used as the first multiplicand of the operation. |
rhs |
pc.Mat4 | The 4x4 matrix used as the second multiplicand of the operation. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var a = new pc.Mat4().setFromEulerAngles(10, 20, 30);
var b = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 180);
var r = new pc.Mat4();
// r = a * b
r.mul2(a, b);
console.log("The result of the multiplication is: " r.toString());
set(src) → {pc.Mat4}
Sets matrix data from an array.
Parameters:
Name | Type | Description |
---|---|---|
src |
Array | Source array. Must have 16 values. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
setFromAxisAngle(axis, angle) → {pc.Mat4}
Sets the specified matrix to a rotation matrix equivalent to a rotation around
an axis. The axis must be normalized (unit length) and the angle must be specified in degrees.
Parameters:
Name | Type | Description |
---|---|---|
axis |
pc.Vec3 | The normalized axis vector around which to rotate. |
angle |
Number | The angle of rotation in degrees. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
// Create a 4x4 rotation matrix
var rm = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 90);
setFromEulerAngles(ex, ey, ez) → {pc.Mat4}
Sets the specified matrix to a rotation matrix defined by
Euler angles. The Euler angles are specified in XYZ order and in degrees.
Parameters:
Name | Type | Description |
---|---|---|
ex |
Number | Angle to rotate around X axis in degrees. |
ey |
Number | Angle to rotate around Y axis in degrees. |
ez |
Number | Angle to rotate around Z axis in degrees. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var m = new pc.Mat4();
m.setFromEulerAngles(45, 90, 180);
(private) setFrustum(left, right, bottom, top, znear, zfar) → {pc.Mat4}
Sets the specified matrix to a perspective projection matrix. The function's parameters define
the shape of a frustum.
Parameters:
Name | Type | Description |
---|---|---|
left |
Number | The x-coordinate for the left edge of the camera's projection plane in eye space. |
right |
Number | The x-coordinate for the right edge of the camera's projection plane in eye space. |
bottom |
Number | The y-coordinate for the bottom edge of the camera's projection plane in eye space. |
top |
Number | The y-coordinate for the top edge of the camera's projection plane in eye space. |
znear |
Number | The near clip plane in eye coordinates. |
zfar |
Number | The far clip plane in eye coordinates. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
// Create a 4x4 perspective projection matrix
var f = pc.Mat4().setFrustum(-2, 2, -1, 1, 1, 1000);
setIdentity() → {pc.Mat4}
Sets the specified matrix to the identity matrix.
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
m.setIdentity();
console.log("The matrix is " + (m.isIdentity() ? "identity" : "not identity"));
setLookAt(position, target, up) → {pc.Mat4}
Sets the specified matrix to a viewing matrix derived from an eye point, a target point
and an up vector. The matrix maps the target point to the negative z-axis and the eye point to the
origin, so that when you use a typical projection matrix, the center of the scene maps to the center
of the viewport. Similarly, the direction described by the up vector projected onto the viewing plane
is mapped to the positive y-axis so that it points upward in the viewport. The up vector must not be
parallel to the line of sight from the eye to the reference point.
Parameters:
Name | Type | Description |
---|---|---|
position |
pc.Vec3 | 3-d vector holding view position. |
target |
pc.Vec3 | 3-d vector holding reference point. |
up |
pc.Vec3 | 3-d vector holding the up direction. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var position = new pc.Vec3(10, 10, 10);
var target = new pc.Vec3(0, 0, 0);
var up = new pc.Vec3(0, 1, 0);
var m = new pc.Mat4().setLookAt(position, target, up);
setOrtho(left, right, bottom, top, near, far) → {pc.Mat4}
Sets the specified matrix to an orthographic projection matrix. The function's parameters
define the shape of a cuboid-shaped frustum.
Parameters:
Name | Type | Description |
---|---|---|
left |
Number | The x-coordinate for the left edge of the camera's projection plane in eye space. |
right |
Number | The x-coordinate for the right edge of the camera's projection plane in eye space. |
bottom |
Number | The y-coordinate for the bottom edge of the camera's projection plane in eye space. |
top |
Number | The y-coordinate for the top edge of the camera's projection plane in eye space. |
near |
Number | The near clip plane in eye coordinates. |
far |
Number | The far clip plane in eye coordinates. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
// Create a 4x4 orthographic projection matrix
var ortho = pc.Mat4().ortho(-2, 2, -2, 2, 1, 1000);
setPerspective(fov, aspect, znear, zfar, fovIsHorizontalopt) → {pc.Mat4}
Sets the specified matrix to a perspective projection matrix. The function's
parameters define the shape of a frustum.
Parameters:
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
fov |
Number | The frustum's field of view in degrees. The fovIsHorizontal parameter controls whether this is a vertical or horizontal field of view. By default, it's a vertical field of view. | ||
aspect |
Number | The aspect ratio of the frustum's projection plane (width / height). | ||
znear |
Number | The near clip plane in eye coordinates. | ||
zfar |
Number | The far clip plane in eye coordinates. | ||
fovIsHorizontal |
Boolean |
<optional> |
false | Set to true to treat the fov as horizontal (x-axis) and false for vertical (y-axis). Defaults to false. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
// Create a 4x4 perspective projection matrix
var persp = pc.Mat4().setPerspective(45, 16 / 9, 1, 1000);
(private) setScale(x, y, z) → {pc.Mat4}
Sets the specified matrix to a scale matrix.
Parameters:
Name | Type | Description |
---|---|---|
x |
Number | The x-component of the scale. |
y |
Number | The y-component of the scale. |
z |
Number | The z-component of the scale. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
// Create a 4x4 scale matrix
var sm = new pc.Mat4().setScale(10, 10, 10);
(private) setTranslate(x, y, z) → {pc.Mat4}
Sets the specified matrix to a translation matrix.
Parameters:
Name | Type | Description |
---|---|---|
x |
Number | The x-component of the translation. |
y |
Number | The y-component of the translation. |
z |
Number | The z-component of the translation. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
// Create a 4x4 translation matrix
var tm = new pc.Mat4().setTranslate(10, 10, 10);
setTRS(t, r, s) → {pc.Mat4}
Sets the specified matrix to the concatenation of a translation, a
quaternion rotation and a scale.
Parameters:
Name | Type | Description |
---|---|---|
t |
pc.Vec3 | A 3-d vector translation. |
r |
pc.Quat | A quaternion rotation. |
s |
pc.Vec3 | A 3-d vector scale. |
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var t = new pc.Vec3(10, 20, 30);
var r = new pc.Quat();
var s = new pc.Vec3(2, 2, 2);
var m = new pc.Mat4();
m.setTRS(t, r, s);
toString() → {String}
Converts the specified matrix to string form.
- Source:
Returns:
The matrix in string form.
- Type
- String
Example
var m = new pc.Mat4();
// Should output '[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]'
console.log(m.toString());
transformPoint(vec, resopt) → {pc.Vec3}
Transforms a 3-dimensional point by a 4x4 matrix.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
vec |
pc.Vec3 | The 3-dimensional point to be transformed. | |
res |
pc.Vec3 |
<optional> |
An optional 3-dimensional point to receive the result of the transformation. |
- Source:
Returns:
The input point v transformed by the current instance.
- Type
- pc.Vec3
Example
// Create a 3-dimensional point
var v = new pc.Vec3(1, 2, 3);
// Create a 4x4 rotation matrix
var m = new pc.Mat4().setFromEulerAngles(10, 20, 30);
var tv = m.transformPoint(v);
transformVec4(vec, resopt) → {pc.Vec4}
Transforms a 4-dimensional vector by a 4x4 matrix.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
vec |
pc.Vec4 | The 4-dimensional vector to be transformed. | |
res |
pc.Vec4 |
<optional> |
An optional 4-dimensional vector to receive the result of the transformation. |
- Source:
Returns:
The input vector v transformed by the current instance.
- Type
- pc.Vec4
Example
// Create an input 4-dimensional vector
var v = new pc.Vec4(1, 2, 3, 4);
// Create an output 4-dimensional vector
var result = new pc.Vec4();
// Create a 4x4 rotation matrix
var m = new pc.Mat4().setFromEulerAngles(10, 20, 30);
m.transformVec4(v, result);
transformVector(vec, resopt) → {pc.Vec3}
Transforms a 3-dimensional vector by a 4x4 matrix.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
vec |
pc.Vec3 | The 3-dimensional vector to be transformed. | |
res |
pc.Vec3 |
<optional> |
An optional 3-dimensional vector to receive the result of the transformation. |
- Source:
Returns:
The input vector v transformed by the current instance.
- Type
- pc.Vec3
Example
// Create a 3-dimensional vector
var v = new pc.Vec3(1, 2, 3);
// Create a 4x4 rotation matrix
var m = new pc.Mat4().setFromEulerAngles(10, 20, 30);
var tv = m.transformVector(v);
transpose() → {pc.Mat4}
Sets the specified matrix to its transpose.
- Source:
Returns:
Self for chaining.
- Type
- pc.Mat4
Example
var m = new pc.Mat4();
// Transpose in place
m.transpose();