Doodle3D-Slicer/three.js-master/docs/api/math/Matrix4.html

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<h1>[name]</h1>
<div class="desc">A 4x4 Matrix.</div>
<h2>Example</h2>
<code>// Simple rig for rotating around 3 axes
var m = new THREE.Matrix4();
var m1 = new THREE.Matrix4();
var m2 = new THREE.Matrix4();
var m3 = new THREE.Matrix4();
var alpha = 0;
var beta = Math.PI;
var gamma = Math.PI/2;
m1.makeRotationX( alpha );
m2.makeRotationY( beta );
m3.makeRotationZ( gamma );
m.multiplyMatrices( m1, m2 );
m.multiply( m3 );
</code>
<h2>Constructor</h2>
<h3>[name]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
<div>
Initialises the matrix with the supplied row-major values n11..n44, or just creates an identity matrix if no values are passed.
</div>
<h2>Properties</h2>
<h3>[property:Float32Array elements]</h3>
<div>A column-major list of matrix values.</div>
<h2>Methods</h2>
<h3>[method:Matrix4 set]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] ) [page:Matrix4 this]</h3>
<div>
Sets all fields of this matrix to the supplied row-major values n11..n44.
</div>
<h3>[method:Matrix4 identity]() [page:Matrix4 this]</h3>
<div>
Resets this matrix to identity.
</div>
<h3>[method:Matrix4 copy]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
<div>
Copies a matrix *m* into this matrix.
</div>
<h3>[method:Matrix4 copyPosition]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
<div>
Copies the translation component of the supplied matrix *m* into this matrix translation component.
</div>
<h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 zAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]</h3>
<div>
Creates the basis matrix consisting of the three provided axis vectors. Returns the current matrix.
</div>
<h3>[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 zAxis], [page:Vector3 zAxis] ) [page:Matrix4 this]</h3>
<div>
Extracts basis of into the three axis vectors provided. Returns the current matrix.
</div>
<h3>[method:Matrix4 extractRotation]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
<div>
Extracts the rotation of the supplied matrix *m* into this matrix rotation component.
</div>
<h3>[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4 this]</h3>
<div>
Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
</div>
<h3>[method:Matrix4 multiply]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
<div>
Multiplies this matrix by *m*.
</div>
<h3>[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4 this]</h3>
<div>
Sets this matrix to *a x b*.
</div>
<h3>[method:Matrix4 multiplyToArray]( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4 this]</h3>
<div>
Sets this matrix to *a x b* and stores the result into the flat array *r*.<br />
*r* can be either a regular Array or a TypedArray.
</div>
<h3>[method:Matrix4 multiplyScalar]( [page:Float s] ) [page:Matrix4 this]</h3>
<div>
Multiplies this matrix by *s*.
</div>
<h3>[method:Float determinant]()</h3>
<div>
Computes determinant of this matrix.<br />
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
</div>
<h3>[method:Matrix4 transpose]() [page:Matrix4 this]</h3>
<div>
Transposes this matrix.
</div>
<h3>[method:Array flattenToArrayOffset]( [page:Array flat], [page:Integer offset] )</h3>
<div>
Flattens this matrix into supplied *flat* array starting from *offset* position in the array.
</div>
<h3>[method:Matrix4 setPosition]( [page:Vector3 v] ) [page:Matrix4 this]</h3>
<div>
Sets the position component for this matrix from vector *v*.
</div>
<h3>[method:Matrix4 getInverse]( [page:Matrix4 m] ) [page:Matrix4 this]</h3>
<div>
Sets this matrix to the inverse of matrix *m*.<br />
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
</div>
<h3>[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] ) [page:Matrix4 this]</h3>
<div>
euler — Rotation vector followed by order of rotations. Eg. "XYZ".
</div>
<div>
Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.<br />
Default order is *"XYZ"*.
</div>
<h3>[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] ) [page:Matrix4 this]</h3>
<div>
Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity.
</div>
<h3>[method:Matrix4 scale]( [page:Vector3 v] ) [page:Matrix4 this]</h3>
<div>
Multiplies the columns of this matrix by vector *v*.
</div>
<h3>[method:Matrix4 compose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]</h3>
<div>
Sets this matrix to the transformation composed of *translation*, *quaternion* and *scale*.
</div>
<h3>[method:Array decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
<div>
Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
</div>
<h3>[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]</h3>
<div>
Sets this matrix as translation transform.
</div>
<h3>[method:Matrix4 makeRotationX]( [page:Float theta] ) [page:Matrix4 this]</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around x axis by *theta* radians.
</div>
<h3>[method:Matrix4 makeRotationY]( [page:Float theta] ) [page:Matrix4 this]</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around y axis by *theta* radians.
</div>
<h3>[method:Matrix4 makeRotationZ]( [page:Float theta] ) [page:Matrix4 this]</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around z axis by *theta* radians.
</div>
<h3>[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4 this]</h3>
<div>
axis — Rotation axis, should be normalized.
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around *axis* by *angle* radians.<br />
Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
</div>
<h3>[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]</h3>
<div>
Sets this matrix as scale transform.
</div>
<h3>[method:Matrix4 makeFrustum]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
<div>
Creates a [page:Frustum frustum] matrix.
</div>
<h3>[method:Matrix4 makePerspective]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
<div>
Creates a perspective projection matrix.
</div>
<h3>[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4 this]</h3>
<div>
Creates an orthographic projection matrix.
</div>
<h3>[method:Matrix4 clone]()</h3>
<div>
Clones this matrix.
</div>
<h3>[method:Array applyToVector3Array]([page:Array a])</h3>
<div>
array -- An array in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...]
</div>
<div>
Multiply (apply) this matrix to every vector3 in the array.
</div>
<h3>[method:Float getMaxScaleOnAxis]()</h3>
<div>
Gets the max scale value of the 3 axes.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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