Members
Methods
create() → {Float32Array}
    Creates a new identity 4x4 Matrix
- Source:
 
Returns:
    a new 4x4 matrix
- Type
 - Float32Array
 
fromQuat(outnon-null, qnon-null)
    Calculates a 4x4 matrix from the given quaternion
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | 4x4 matrix receiving operation result | 
q | 
            
            Float32Array | Quaternion to create matrix from | 
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frustum(outnon-null, left, right, bottom, top, near, far) → {Float32Array}
    Generates a frustum matrix with the given bounds
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | 4x4 matrix frustum matrix will be written into | 
left | 
            
            number | Left bound of the frustum | 
right | 
            
            number | Right bound of the frustum | 
bottom | 
            
            number | Bottom bound of the frustum | 
top | 
            
            number | Top bound of the frustum | 
near | 
            
            number | Near bound of the frustum | 
far | 
            
            number | Far bound of the frustum | 
- Source:
 
Returns:
- Type
 - Float32Array
 
getRotation(outnon-null, matnon-null) → {Float32Array}
    Returns a quaternion representing the rotational component
of a transformation matrix. If a matrix is built with
fromRotationTranslation, the returned quaternion will be the
same as the quaternion originally supplied.
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | Quaternion to receive the rotation component | 
mat | 
            
            Float32Array | Matrix to be decomposed (input) | 
- Source:
 
Returns:
- Type
 - Float32Array
 
getScaling_(outnon-null, matnon-null)
    Returns the scaling factor component of a transformation
matrix. If a matrix is built with fromRotationTranslationScale
with a normalized Quaternion parameter, the returned vector will be
the same as the scaling vector
originally supplied.
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | Vector to receive scaling factor component | 
mat | 
            
            Float32Array | Matrix to be decomposed (input) | 
- Source:
 
identity_(outnon-null) → {Float32Array}
    Set a 4x4 matrix to the identity matrix
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | the receiving matrix | 
- Source:
 
Returns:
- Type
 - Float32Array
 
lookAt(outnon-null, eyenon-null, centernon-null, upnon-null) → {Float32Array}
    Generates a look-at matrix with the given eye position, focal point, and
up axis.
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | 4x4 matrix frustum matrix will be written into | 
eye | 
            
            Array.<number> | Position of the viewer | 
center | 
            
            Array.<number> | Point the viewer is looking at | 
up | 
            
            Array.<number> | Vector pointing up | 
- Source:
 
Returns:
- Type
 - Float32Array
 
multiply(outnon-null, anon-null, bnon-null)
    Multiplies two 4x4 matrix
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | the receiving matrix | 
a | 
            
            Float32Array | the first operand | 
b | 
            
            Float32Array | the second operand | 
- Source:
 
perspective(outnon-null, fovy, aspect, near, far) → {Float32Array}
    Generates a perspective projection matrix with the given bounds.
The near/far clip planes correspond to a normalized device coordinate Z
range of [-1, 1], which matches WebGL's clip volume.
Passing null/undefined/no value for far will generate infinite projection
matrix.
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | 4x4 matrix frustum matrix will be written into | 
fovy | 
            
            number | Vertical field of view in radians | 
aspect | 
            
            number | Aspect ratio. typically viewport width/height | 
near | 
            
            number | Near bound of the frustum | 
far | 
            
            number | Far bound of the frustum, can be null or Infinity | 
- Source:
 
Returns:
- Type
 - Float32Array
 
rotateX(outnon-null, anon-null, rad)
    Rotates a matrix by the given angle around the X axis
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | the receiving matrix | 
a | 
            
            Float32Array | the matrix to rotate | 
rad | 
            
            number | the angle to rotate the matrix by | 
- Source:
 
rotateY(outnon-null, anon-null, rad)
    Rotates a matrix by the given angle around the Y axis
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | the receiving matrix | 
a | 
            
            Float32Array | the matrix to rotate | 
rad | 
            
            number | the angle to rotate the matrix by | 
- Source:
 
rotateZ(outnon-null, anon-null, rad)
    Rotates a matrix by the given angle around the Z axis
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | the receiving matrix | 
a | 
            
            Float32Array | the matrix to rotate | 
rad | 
            
            number | the angle to rotate the matrix by | 
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scale(outnon-null, anon-null, vnon-null)
    Scales the 4x4 matrix by the dimensions in the given vector not using
vectorization
    Parameters:
| Name | Type | Description | 
|---|---|---|
out | 
            
            Float32Array | the receiving matrix | 
a | 
            
            Float32Array | the matrix to scale | 
v | 
            
            Array.<number> | the vector to scale the matrix by | 
- Source: