Creates an identity matrix.
Creates a 4x4 matrix with the given arguments in row-major order.
Sets all fields of this matrix.
copy(m:T):T;
Copies the rotation component of the supplied matrix m into this matrix rotation component.
Multiplies this matrix by m.
Computes determinant of this matrix.
Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
Sets the position component for this matrix from vector v.
Multiplies the columns of this matrix by vector v.
Sets this matrix as translation transform.
Sets this matrix as rotation transform around axis by angle radians.
Based on http://www.gamedev.net/reference/articles/article1199.asp.
Rotation axis.
Sets this matrix to the transformation composed of translation, rotation and scale.
Decomposes this matrix into it's position, quaternion and scale components.
Creates a perspective projection matrix.
Optional
coordinateSystem: CoordinateSystemCreates an orthographic projection matrix.
Optional
coordinateSystem: CoordinateSystemSets the values of this matrix from the provided array or array-like.
the source array or array-like.
Optional
offset: number(optional) offset into the array-like. Default is 0.
Returns an array with the values of this matrix, or copies them into the provided array.
Optional
array: number[](optional) array to store the matrix to. If this is not provided, a new array will be created.
Optional
offset: number(optional) optional offset into the array.
The created or provided array.
Optional
array: Matrix4TupleOptional
offset: 0Copies he values of this matrix into the provided array-like.
Optional
array: ArrayLike<number>array-like to store the matrix to.
Optional
offset: number(optional) optional offset into the array-like.
The provided array-like.
Set the upper 3x3 elements of this matrix to the values of the Matrix3 m.
Use .copyPosition() instead.
Use .makeRotationFromQuaternion() instead.
Use vector.applyMatrix4( matrix ) instead.
Use vector.applyMatrix4( matrix ) instead.
Use Vector3.transformDirection( matrix ) instead.
Use vector.applyMatrix4( matrix ) instead.
Use .toArray() instead.
A 4x4 Matrix.
Example