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feng3d
Constructors
constructor
- new Matrix4x4(rawData?: NumberArray16): Matrix4x4
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Parameters
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rawData: NumberArray16 = ...
Properties
elements
elements: NumberArray16
Accessors
determinant
- get determinant(): number
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Returns number
Methods
appendScale
- appendScale(sx: number, sy: number, sz: number): Matrix4x4
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Parameters
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sx: number
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sy: number
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sz: number
appendTranslation
- appendTranslation(x: number, y: number, z: number): Matrix4x4
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Parameters
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x: number
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y: number
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z: number
equals
- equals(matrix: Matrix4x4, precision?: number): boolean
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Parameters
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precision: number = mathUtil.PRECISION
Returns boolean
fromArray
- fromArray(array: number[], index?: number, transpose?: boolean): Matrix4x4
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Parameters
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array: number[]
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index: number = 0
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transpose: boolean = false
fromPosition
- fromPosition(x: number, y: number, z: number): Matrix4x4
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Parameters
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x: number
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y: number
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z: number
fromRotation
- fromRotation(rx: number, ry: number, rz: number, order?: RotationOrder): Matrix4x4
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Parameters
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rx: number
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ry: number
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rz: number
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order: RotationOrder = mathUtil.DefaultRotationOrder
fromScale
- fromScale(sx: number, sy: number, sz: number): Matrix4x4
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Parameters
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sx: number
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sy: number
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sz: number
getMaxScaleOnAxis
- getMaxScaleOnAxis(): number
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Returns number
prependScale
- prependScale(xScale: number, yScale: number, zScale: number): Matrix4x4
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Parameters
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xScale: number
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yScale: number
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zScale: number
prependScale1
- prependScale1(xScale: number, yScale: number, zScale: number): Matrix4x4
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Parameters
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xScale: number
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yScale: number
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zScale: number
prependTranslation
- prependTranslation(x: number, y: number, z: number): Matrix4x4
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Parameters
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x: number
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y: number
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z: number
setOrtho
- setOrtho(left: number, right: number, top: number, bottom: number, near: number, far: number): Matrix4x4
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Parameters
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left: number
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right: number
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top: number
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bottom: number
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near: number
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far: number
setPerspective
- setPerspective(left: number, right: number, top: number, bottom: number, near: number, far: number): Matrix4x4
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Parameters
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left: number
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right: number
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top: number
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bottom: number
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near: number
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far: number
setPerspectiveFromFOV
- setPerspectiveFromFOV(fov: number, aspect: number, near: number, far: number): Matrix4x4
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Parameters
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fov: number
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aspect: number
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near: number
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far: number
toArray
- toArray(array?: number[] | Float32Array, index?: number, transpose?: boolean): number[] | Float32Array
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Parameters
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array: number[] | Float32Array = []
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index: number = 0
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transpose: boolean = false
Returns number[] | Float32Array
toString
- toString(): string
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Returns string
transformPoints
- transformPoints(vIn: number[], vOut?: number[]): number[]
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Parameters
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vIn: number[]
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vOut: number[] = []
Returns number[]
Matrix4x4 类表示一个转换矩阵,该矩阵确定三维 (3D) 显示对象的位置和方向。 该矩阵可以执行转换功能,包括平移(沿 x、y 和 z 轴重新定位)、旋转和缩放(调整大小)。 Matrix4x4 类还可以执行透视投影,这会将 3D 坐标空间中的点映射到二维 (2D) 视图。
See