/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.glview.libgdx.graphics.math; import java.io.Serializable; /** Encapsulates a <a href="http://en.wikipedia.org/wiki/Row-major_order#Column-major_order">column major</a> 4 by 4 matrix. * Like the {@link Vector3} class it allows the chaining of methods by returning a reference to itself. For example: * * <pre> * Matrix4 mat = new Matrix4().trn(position).mul(camera.combined); * </pre> * * @author badlogicgames@gmail.com */ public class Matrix4 implements Serializable { private static final long serialVersionUID = -2717655254359579617L; public static final int M00 = 0;// 0; public static final int M01 = 4;// 1; public static final int M02 = 8;// 2; public static final int M03 = 12;// 3; public static final int M10 = 1;// 4; public static final int M11 = 5;// 5; public static final int M12 = 9;// 6; public static final int M13 = 13;// 7; public static final int M20 = 2;// 8; public static final int M21 = 6;// 9; public static final int M22 = 10;// 10; public static final int M23 = 14;// 11; public static final int M30 = 3;// 12; public static final int M31 = 7;// 13; public static final int M32 = 11;// 14; public static final int M33 = 15;// 15; public final float tmp[] = new float[16]; public final float val[] = new float[16]; /** Constructs an identity matrix */ public Matrix4 () { val[M00] = 1f; val[M11] = 1f; val[M22] = 1f; val[M33] = 1f; } /** Constructs a matrix from the given matrix. * * @param matrix The matrix to copy. (This matrix is not modified) */ public Matrix4 (Matrix4 matrix) { this.set(matrix); } /** Constructs a matrix from the given float array. The array must have at least 16 elements; the first 16 will be copied. * @param values The float array to copy. Remember that this matrix is in * <a href="http://en.wikipedia.org/wiki/Row-major_order#Column-major_order">column major</a> order. * (The float array is not modified.) */ public Matrix4 (float[] values) { this.set(values); } /** Constructs a rotation matrix from the given {@link Quaternion}. * @param quaternion The quaternion to be copied. (The quaternion is not modified) */ public Matrix4 (Quaternion quaternion) { this.set(quaternion); } /** Construct a matrix from the given translation, rotation and scale. * @param position The translation * @param rotation The rotation, must be normalized * @param scale The scale */ public Matrix4 (Vector3 position, Quaternion rotation, Vector3 scale) { set(position, rotation, scale); } /** Sets the matrix to the given matrix. * * @param matrix The matrix that is to be copied. (The given matrix is not modified) * @return This matrix for the purpose of chaining methods together. */ public Matrix4 set (Matrix4 matrix) { return this.set(matrix.val); } /** Sets the matrix to the given matrix as a float array. The float array must have at least 16 elements; the first 16 will be * copied. * * @param values The matrix, in float form, that is to be copied. Remember that this matrix is in <a * href="http://en.wikipedia.org/wiki/Row-major_order#Column-major_order">column major</a> order. * @return This matrix for the purpose of chaining methods together. */ public Matrix4 set (float[] values) { System.arraycopy(values, 0, val, 0, val.length); return this; } /** Sets the matrix to a rotation matrix representing the quaternion. * * @param quaternion The quaternion that is to be used to set this matrix. * @return This matrix for the purpose of chaining methods together. */ public Matrix4 set (Quaternion quaternion) { return set(quaternion.x, quaternion.y, quaternion.z, quaternion.w); } /** Sets the matrix to a rotation matrix representing the quaternion. * * @param x The X component of the quaternion that is to be used to set this matrix. * @param y The Y component of the quaternion that is to be used to set this matrix. * @param z The Z component of the quaternion that is to be used to set this matrix. * @param w The W component of the quaternion that is to be used to set this matrix. * @return This matrix for the purpose of chaining methods together. */ public Matrix4 set(float x, float y, float z, float w) { float l_xx = x * x; float l_xy = x * y; float l_xz = x * z; float l_xw = x * w; float l_yy = y * y; float l_yz = y * z; float l_yw = y * w; float l_zz = z * z; float l_zw = z * w; // Set matrix from quaternion val[M00] = 1 - 2 * (l_yy + l_zz); val[M01] = 2 * (l_xy - l_zw); val[M02] = 2 * (l_xz + l_yw); val[M03] = 0; val[M10] = 2 * (l_xy + l_zw); val[M11] = 1 - 2 * (l_xx + l_zz); val[M12] = 2 * (l_yz - l_xw); val[M13] = 0; val[M20] = 2 * (l_xz - l_yw); val[M21] = 2 * (l_yz + l_xw); val[M22] = 1 - 2 * (l_xx + l_yy); val[M23] = 0; val[M30] = 0; val[M31] = 0; val[M32] = 0; val[M33] = 1; return this; } /** Set this matrix to the specified translation, rotation and scale. * @param position The translation * @param orientation The rotation, must be normalized * @param scale The scale * @return This matrix for chaining */ public Matrix4 set (Vector3 position, Quaternion orientation, Vector3 scale) { final float xs = orientation.x * 2f, ys = orientation.y * 2f, zs = orientation.z * 2f; final float wx = orientation.w * xs, wy = orientation.w * ys, wz = orientation.w * zs; final float xx = orientation.x * xs, xy = orientation.x * ys, xz = orientation.x * zs; final float yy = orientation.y * ys, yz = orientation.y * zs, zz = orientation.z * zs; val[M00] = scale.x * (1.0f - (yy + zz)); val[M01] = scale.x * (xy - wz); val[M02] = scale.x * (xz + wy); val[M03] = position.x; val[M10] = scale.y * (xy + wz); val[M11] = scale.y * (1.0f - (xx + zz)); val[M12] = scale.y * (yz - wx); val[M13] = position.y; val[M20] = scale.z * (xz - wy); val[M21] = scale.z * (yz + wx); val[M22] = scale.z * (1.0f - (xx + yy)); val[M23] = position.z; val[M30] = 0.0f; val[M31] = 0.0f; val[M32] = 0.0f; val[M33] = 1.0f; return this; } /** Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as * well as the 4th column representing the translation of any point that is multiplied by this matrix. * * @param xAxis The x-axis. * @param yAxis The y-axis. * @param zAxis The z-axis. * @param pos The translation vector. */ public Matrix4 set (Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 pos) { val[M00] = xAxis.x; val[M01] = xAxis.y; val[M02] = xAxis.z; val[M10] = yAxis.x; val[M11] = yAxis.y; val[M12] = yAxis.z; val[M20] = -zAxis.x; val[M21] = -zAxis.y; val[M22] = -zAxis.z; val[M03] = pos.x; val[M13] = pos.y; val[M23] = pos.z; val[M30] = 0; val[M31] = 0; val[M32] = 0; val[M33] = 1; return this; } /** @return a copy of this matrix */ public Matrix4 cpy () { return new Matrix4(this); } /** Adds a translational component to the matrix in the 4th column. The other columns are untouched. * * @param vector The translation vector to add to the current matrix. (This vector is not modified) * @return This matrix for the purpose of chaining methods together. */ public Matrix4 trn (Vector3 vector) { val[M03] += vector.x; val[M13] += vector.y; val[M23] += vector.z; return this; } /** Adds a translational component to the matrix in the 4th column. The other columns are untouched. * * @param x The x-component of the translation vector. * @param y The y-component of the translation vector. * @param z The z-component of the translation vector. * @return This matrix for the purpose of chaining methods together. */ public Matrix4 trn (float x, float y, float z) { val[M03] += x; val[M13] += y; val[M23] += z; return this; } /** @return the backing float array */ public float[] getValues () { return val; } /** Postmultiplies this matrix with the given matrix, storing the result in this matrix. For example: * * <pre> * A.mul(B) results in A := AB. * </pre> * * @param matrix The other matrix to multiply by. * @return This matrix for the purpose of chaining operations together. */ public Matrix4 mul (Matrix4 matrix) { mul(val, matrix.val); return this; } /** Transposes the matrix. * * @return This matrix for the purpose of chaining methods together. */ public Matrix4 tra () { tmp[M00] = val[M00]; tmp[M01] = val[M10]; tmp[M02] = val[M20]; tmp[M03] = val[M30]; tmp[M10] = val[M01]; tmp[M11] = val[M11]; tmp[M12] = val[M21]; tmp[M13] = val[M31]; tmp[M20] = val[M02]; tmp[M21] = val[M12]; tmp[M22] = val[M22]; tmp[M23] = val[M32]; tmp[M30] = val[M03]; tmp[M31] = val[M13]; tmp[M32] = val[M23]; tmp[M33] = val[M33]; return set(tmp); } /** Sets the matrix to an identity matrix. * * @return This matrix for the purpose of chaining methods together. */ public Matrix4 idt () { val[M00] = 1; val[M01] = 0; val[M02] = 0; val[M03] = 0; val[M10] = 0; val[M11] = 1; val[M12] = 0; val[M13] = 0; val[M20] = 0; val[M21] = 0; val[M22] = 1; val[M23] = 0; val[M30] = 0; val[M31] = 0; val[M32] = 0; val[M33] = 1; return this; } /** Inverts the matrix. Stores the result in this matrix. * * @return This matrix for the purpose of chaining methods together. * @throws RuntimeException if the matrix is singular (not invertible) */ public Matrix4 inv () { float l_det = val[M30] * val[M21] * val[M12] * val[M03] - val[M20] * val[M31] * val[M12] * val[M03] - val[M30] * val[M11] * val[M22] * val[M03] + val[M10] * val[M31] * val[M22] * val[M03] + val[M20] * val[M11] * val[M32] * val[M03] - val[M10] * val[M21] * val[M32] * val[M03] - val[M30] * val[M21] * val[M02] * val[M13] + val[M20] * val[M31] * val[M02] * val[M13] + val[M30] * val[M01] * val[M22] * val[M13] - val[M00] * val[M31] * val[M22] * val[M13] - val[M20] * val[M01] * val[M32] * val[M13] + val[M00] * val[M21] * val[M32] * val[M13] + val[M30] * val[M11] * val[M02] * val[M23] - val[M10] * val[M31] * val[M02] * val[M23] - val[M30] * val[M01] * val[M12] * val[M23] + val[M00] * val[M31] * val[M12] * val[M23] + val[M10] * val[M01] * val[M32] * val[M23] - val[M00] * val[M11] * val[M32] * val[M23] - val[M20] * val[M11] * val[M02] * val[M33] + val[M10] * val[M21] * val[M02] * val[M33] + val[M20] * val[M01] * val[M12] * val[M33] - val[M00] * val[M21] * val[M12] * val[M33] - val[M10] * val[M01] * val[M22] * val[M33] + val[M00] * val[M11] * val[M22] * val[M33]; if (l_det == 0f) throw new RuntimeException("non-invertible matrix"); float inv_det = 1.0f / l_det; tmp[M00] = val[M12] * val[M23] * val[M31] - val[M13] * val[M22] * val[M31] + val[M13] * val[M21] * val[M32] - val[M11] * val[M23] * val[M32] - val[M12] * val[M21] * val[M33] + val[M11] * val[M22] * val[M33]; tmp[M01] = val[M03] * val[M22] * val[M31] - val[M02] * val[M23] * val[M31] - val[M03] * val[M21] * val[M32] + val[M01] * val[M23] * val[M32] + val[M02] * val[M21] * val[M33] - val[M01] * val[M22] * val[M33]; tmp[M02] = val[M02] * val[M13] * val[M31] - val[M03] * val[M12] * val[M31] + val[M03] * val[M11] * val[M32] - val[M01] * val[M13] * val[M32] - val[M02] * val[M11] * val[M33] + val[M01] * val[M12] * val[M33]; tmp[M03] = val[M03] * val[M12] * val[M21] - val[M02] * val[M13] * val[M21] - val[M03] * val[M11] * val[M22] + val[M01] * val[M13] * val[M22] + val[M02] * val[M11] * val[M23] - val[M01] * val[M12] * val[M23]; tmp[M10] = val[M13] * val[M22] * val[M30] - val[M12] * val[M23] * val[M30] - val[M13] * val[M20] * val[M32] + val[M10] * val[M23] * val[M32] + val[M12] * val[M20] * val[M33] - val[M10] * val[M22] * val[M33]; tmp[M11] = val[M02] * val[M23] * val[M30] - val[M03] * val[M22] * val[M30] + val[M03] * val[M20] * val[M32] - val[M00] * val[M23] * val[M32] - val[M02] * val[M20] * val[M33] + val[M00] * val[M22] * val[M33]; tmp[M12] = val[M03] * val[M12] * val[M30] - val[M02] * val[M13] * val[M30] - val[M03] * val[M10] * val[M32] + val[M00] * val[M13] * val[M32] + val[M02] * val[M10] * val[M33] - val[M00] * val[M12] * val[M33]; tmp[M13] = val[M02] * val[M13] * val[M20] - val[M03] * val[M12] * val[M20] + val[M03] * val[M10] * val[M22] - val[M00] * val[M13] * val[M22] - val[M02] * val[M10] * val[M23] + val[M00] * val[M12] * val[M23]; tmp[M20] = val[M11] * val[M23] * val[M30] - val[M13] * val[M21] * val[M30] + val[M13] * val[M20] * val[M31] - val[M10] * val[M23] * val[M31] - val[M11] * val[M20] * val[M33] + val[M10] * val[M21] * val[M33]; tmp[M21] = val[M03] * val[M21] * val[M30] - val[M01] * val[M23] * val[M30] - val[M03] * val[M20] * val[M31] + val[M00] * val[M23] * val[M31] + val[M01] * val[M20] * val[M33] - val[M00] * val[M21] * val[M33]; tmp[M22] = val[M01] * val[M13] * val[M30] - val[M03] * val[M11] * val[M30] + val[M03] * val[M10] * val[M31] - val[M00] * val[M13] * val[M31] - val[M01] * val[M10] * val[M33] + val[M00] * val[M11] * val[M33]; tmp[M23] = val[M03] * val[M11] * val[M20] - val[M01] * val[M13] * val[M20] - val[M03] * val[M10] * val[M21] + val[M00] * val[M13] * val[M21] + val[M01] * val[M10] * val[M23] - val[M00] * val[M11] * val[M23]; tmp[M30] = val[M12] * val[M21] * val[M30] - val[M11] * val[M22] * val[M30] - val[M12] * val[M20] * val[M31] + val[M10] * val[M22] * val[M31] + val[M11] * val[M20] * val[M32] - val[M10] * val[M21] * val[M32]; tmp[M31] = val[M01] * val[M22] * val[M30] - val[M02] * val[M21] * val[M30] + val[M02] * val[M20] * val[M31] - val[M00] * val[M22] * val[M31] - val[M01] * val[M20] * val[M32] + val[M00] * val[M21] * val[M32]; tmp[M32] = val[M02] * val[M11] * val[M30] - val[M01] * val[M12] * val[M30] - val[M02] * val[M10] * val[M31] + val[M00] * val[M12] * val[M31] + val[M01] * val[M10] * val[M32] - val[M00] * val[M11] * val[M32]; tmp[M33] = val[M01] * val[M12] * val[M20] - val[M02] * val[M11] * val[M20] + val[M02] * val[M10] * val[M21] - val[M00] * val[M12] * val[M21] - val[M01] * val[M10] * val[M22] + val[M00] * val[M11] * val[M22]; val[M00] = tmp[M00] * inv_det; val[M01] = tmp[M01] * inv_det; val[M02] = tmp[M02] * inv_det; val[M03] = tmp[M03] * inv_det; val[M10] = tmp[M10] * inv_det; val[M11] = tmp[M11] * inv_det; val[M12] = tmp[M12] * inv_det; val[M13] = tmp[M13] * inv_det; val[M20] = tmp[M20] * inv_det; val[M21] = tmp[M21] * inv_det; val[M22] = tmp[M22] * inv_det; val[M23] = tmp[M23] * inv_det; val[M30] = tmp[M30] * inv_det; val[M31] = tmp[M31] * inv_det; val[M32] = tmp[M32] * inv_det; val[M33] = tmp[M33] * inv_det; return this; } /** @return The determinant of this matrix */ public float det () { return val[M30] * val[M21] * val[M12] * val[M03] - val[M20] * val[M31] * val[M12] * val[M03] - val[M30] * val[M11] * val[M22] * val[M03] + val[M10] * val[M31] * val[M22] * val[M03] + val[M20] * val[M11] * val[M32] * val[M03] - val[M10] * val[M21] * val[M32] * val[M03] - val[M30] * val[M21] * val[M02] * val[M13] + val[M20] * val[M31] * val[M02] * val[M13] + val[M30] * val[M01] * val[M22] * val[M13] - val[M00] * val[M31] * val[M22] * val[M13] - val[M20] * val[M01] * val[M32] * val[M13] + val[M00] * val[M21] * val[M32] * val[M13] + val[M30] * val[M11] * val[M02] * val[M23] - val[M10] * val[M31] * val[M02] * val[M23] - val[M30] * val[M01] * val[M12] * val[M23] + val[M00] * val[M31] * val[M12] * val[M23] + val[M10] * val[M01] * val[M32] * val[M23] - val[M00] * val[M11] * val[M32] * val[M23] - val[M20] * val[M11] * val[M02] * val[M33] + val[M10] * val[M21] * val[M02] * val[M33] + val[M20] * val[M01] * val[M12] * val[M33] - val[M00] * val[M21] * val[M12] * val[M33] - val[M10] * val[M01] * val[M22] * val[M33] + val[M00] * val[M11] * val[M22] * val[M33]; } /** Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio. * * @param near The near plane * @param far The far plane * @param fov The field of view in degrees * @param aspectRatio The "width over height" aspect ratio * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToProjection (float near, float far, float fov, float aspectRatio) { idt(); float l_fd = (float)(1.0 / Math.tan((fov * (Math.PI / 180)) / 2.0)); float l_a1 = (far + near) / (near - far); float l_a2 = (2 * far * near) / (near - far); val[M00] = l_fd / aspectRatio; val[M10] = 0; val[M20] = 0; val[M30] = 0; val[M01] = 0; val[M11] = l_fd; val[M21] = 0; val[M31] = 0; val[M02] = 0; val[M12] = 0; val[M22] = l_a1; val[M32] = -1; val[M03] = 0; val[M13] = 0; val[M23] = l_a2; val[M33] = 0; return this; } /** Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height. The near plane * is set to 0, the far plane is set to 1. * * @param x The x-coordinate of the origin * @param y The y-coordinate of the origin * @param width The width * @param height The height * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToOrtho2D (float x, float y, float width, float height) { setToOrtho(x, x + width, y, y + height, 0, 1); return this; } /** Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near * and far plane. * * @param x The x-coordinate of the origin * @param y The y-coordinate of the origin * @param width The width * @param height The height * @param near The near plane * @param far The far plane * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToOrtho2D (float x, float y, float width, float height, float near, float far) { setToOrtho(x, x + width, y, y + height, near, far); return this; } /** Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following * the OpenGL equivalent * * @param left The left clipping plane * @param right The right clipping plane * @param bottom The bottom clipping plane * @param top The top clipping plane * @param near The near clipping plane * @param far The far clipping plane * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToOrtho (float left, float right, float bottom, float top, float near, float far) { this.idt(); float x_orth = 2 / (right - left); float y_orth = 2 / (top - bottom); float z_orth = -2 / (far - near); float tx = -(right + left) / (right - left); float ty = -(top + bottom) / (top - bottom); float tz = -(far + near) / (far - near); val[M00] = x_orth; val[M10] = 0; val[M20] = 0; val[M30] = 0; val[M01] = 0; val[M11] = y_orth; val[M21] = 0; val[M31] = 0; val[M02] = 0; val[M12] = 0; val[M22] = z_orth; val[M32] = 0; val[M03] = tx; val[M13] = ty; val[M23] = tz; val[M33] = 1; return this; } /** Sets the 4th column to the translation vector. * * @param vector The translation vector * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setTranslation (Vector3 vector) { val[M03] = vector.x; val[M13] = vector.y; val[M23] = vector.z; return this; } /** Sets the 4th column to the translation vector. * * @param x The X coordinate of the translation vector * @param y The Y coordinate of the translation vector * @param z The Z coordinate of the translation vector * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setTranslation (float x, float y, float z) { val[M03] = x; val[M13] = y; val[M23] = z; return this; } /** Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the * translation vector. * * @param vector The translation vector * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToTranslation (Vector3 vector) { idt(); val[M03] = vector.x; val[M13] = vector.y; val[M23] = vector.z; return this; } /** Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the * translation vector. * * @param x The x-component of the translation vector. * @param y The y-component of the translation vector. * @param z The z-component of the translation vector. * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToTranslation (float x, float y, float z) { idt(); val[M03] = x; val[M13] = y; val[M23] = z; return this; } /** Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the * translation vector in the 4th column and the scaling vector in the diagonal. * * @param translation The translation vector * @param scaling The scaling vector * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToTranslationAndScaling (Vector3 translation, Vector3 scaling) { idt(); val[M03] = translation.x; val[M13] = translation.y; val[M23] = translation.z; val[M00] = scaling.x; val[M11] = scaling.y; val[M22] = scaling.z; return this; } /** Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the * translation vector in the 4th column and the scaling vector in the diagonal. * * @param translationX The x-component of the translation vector * @param translationY The y-component of the translation vector * @param translationZ The z-component of the translation vector * @param scalingX The x-component of the scaling vector * @param scalingY The x-component of the scaling vector * @param scalingZ The x-component of the scaling vector * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToTranslationAndScaling (float translationX, float translationY, float translationZ, float scalingX, float scalingY, float scalingZ) { idt(); val[M03] = translationX; val[M13] = translationY; val[M23] = translationZ; val[M00] = scalingX; val[M11] = scalingY; val[M22] = scalingZ; return this; } static Quaternion quat = new Quaternion(); /** Sets the matrix to a rotation matrix around the given axis. * * @param axis The axis * @param degrees The angle in degrees * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToRotation (Vector3 axis, float degrees) { if (degrees == 0) { idt(); return this; } return set(quat.set(axis, degrees)); } /** Sets the matrix to a rotation matrix around the given axis. * * @param axisX The x-component of the axis * @param axisY The y-component of the axis * @param axisZ The z-component of the axis * @param degrees The angle in degrees * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToRotation (float axisX, float axisY, float axisZ, float degrees) { if (degrees == 0) { idt(); return this; } return set(quat.setFromAxis(axisX, axisY, axisZ, degrees)); } /** Set the matrix to a rotation matrix between two vectors. * @param v1 The base vector * @param v2 The target vector * @return This matrix for the purpose of chaining methods together */ public Matrix4 setToRotation (final Vector3 v1, final Vector3 v2) { return set(quat.setFromCross(v1, v2)); } /** Set the matrix to a rotation matrix between two vectors. * @param x1 The base vectors x value * @param y1 The base vectors y value * @param z1 The base vectors z value * @param x2 The target vector x value * @param y2 The target vector y value * @param z2 The target vector z value * @return This matrix for the purpose of chaining methods together */ public Matrix4 setToRotation (final float x1, final float y1, final float z1, final float x2, final float y2, final float z2) { return set(quat.setFromCross(x1, y1, z1, x2, y2, z2)); } /** Sets this matrix to a rotation matrix from the given euler angles. * @param yaw the yaw in degrees * @param pitch the pitch in degress * @param roll the roll in degrees * @return This matrix */ public Matrix4 setFromEulerAngles (float yaw, float pitch, float roll) { quat.setEulerAngles(yaw, pitch, roll); return set(quat); } /** Sets this matrix to a scaling matrix * * @param vector The scaling vector * @return This matrix for chaining. */ public Matrix4 setToScaling (Vector3 vector) { idt(); val[M00] = vector.x; val[M11] = vector.y; val[M22] = vector.z; return this; } /** Sets this matrix to a scaling matrix * * @param x The x-component of the scaling vector * @param y The y-component of the scaling vector * @param z The z-component of the scaling vector * @return This matrix for chaining. */ public Matrix4 setToScaling (float x, float y, float z) { idt(); val[M00] = x; val[M11] = y; val[M22] = z; return this; } static final Vector3 l_vez = new Vector3(); static final Vector3 l_vex = new Vector3(); static final Vector3 l_vey = new Vector3(); /** Sets the matrix to a look at matrix with a direction and an up vector. Multiply with a translation matrix to get a camera * model view matrix. * * @param direction The direction vector * @param up The up vector * @return This matrix for the purpose of chaining methods together. */ public Matrix4 setToLookAt (Vector3 direction, Vector3 up) { l_vez.set(direction).nor(); l_vex.set(direction).nor(); l_vex.crs(up).nor(); l_vey.set(l_vex).crs(l_vez).nor(); idt(); val[M00] = l_vex.x; val[M01] = l_vex.y; val[M02] = l_vex.z; val[M10] = l_vey.x; val[M11] = l_vey.y; val[M12] = l_vey.z; val[M20] = -l_vez.x; val[M21] = -l_vez.y; val[M22] = -l_vez.z; return this; } static final Vector3 tmpVec = new Vector3(); static final Matrix4 tmpMat = new Matrix4(); /** Sets this matrix to a look at matrix with the given position, target and up vector. * * @param position the position * @param target the target * @param up the up vector * @return This matrix */ public Matrix4 setToLookAt (Vector3 position, Vector3 target, Vector3 up) { tmpVec.set(target).sub(position); setToLookAt(tmpVec, up); this.mul(tmpMat.setToTranslation(position.tmp().scl(-1))); return this; } static final Vector3 right = new Vector3(); static final Vector3 tmpForward = new Vector3(); static final Vector3 tmpUp = new Vector3(); public Matrix4 setToWorld (Vector3 position, Vector3 forward, Vector3 up) { tmpForward.set(forward).nor(); right.set(tmpForward).crs(up).nor(); tmpUp.set(right).crs(tmpForward).nor(); this.set(right, tmpUp, tmpForward, position); return this; } public String toString () { return "[" + val[M00] + "|" + val[M01] + "|" + val[M02] + "|" + val[M03] + "]\n" + "[" + val[M10] + "|" + val[M11] + "|" + val[M12] + "|" + val[M13] + "]\n" + "[" + val[M20] + "|" + val[M21] + "|" + val[M22] + "|" + val[M23] + "]\n" + "[" + val[M30] + "|" + val[M31] + "|" + val[M32] + "|" + val[M33] + "]\n"; } /** Linearly interpolates between this matrix and the given matrix mixing by alpha * @param matrix the matrix * @param alpha the alpha value in the range [0,1] * @return This matrix for the purpose of chaining methods together. */ public Matrix4 lerp (Matrix4 matrix, float alpha) { for (int i = 0; i < 16; i++) this.val[i] = this.val[i] * (1 - alpha) + matrix.val[i] * alpha; return this; } /** Sets this matrix to the given 3x3 matrix. The third column of this matrix is set to (0,0,1,0). * @param mat the matrix */ public Matrix4 set (Matrix3 mat) { val[0] = mat.val[0]; val[1] = mat.val[1]; val[2] = mat.val[2]; val[3] = 0; val[4] = mat.val[3]; val[5] = mat.val[4]; val[6] = mat.val[5]; val[7] = 0; val[8] = 0; val[9] = 0; val[10] = 1; val[11] = 0; val[12] = mat.val[6]; val[13] = mat.val[7]; val[14] = 0; val[15] = mat.val[8]; return this; } public Matrix4 scl (Vector3 scale) { val[M00] *= scale.x; val[M11] *= scale.y; val[M22] *= scale.z; return this; } public Matrix4 scl (float x, float y, float z) { val[M00] *= x; val[M11] *= y; val[M22] *= z; return this; } public Matrix4 scl (float scale) { val[M00] *= scale; val[M11] *= scale; val[M22] *= scale; return this; } public Vector3 getTranslation (Vector3 position) { position.x = val[M03]; position.y = val[M13]; position.z = val[M23]; return position; } public Quaternion getRotation (Quaternion rotation) { return rotation.setFromMatrix(this); } public Vector3 getScale (Vector3 scale) { scale.x = (float)Math.sqrt(val[M00]*val[M00] + val[M01]*val[M01] + val[M02]*val[M02]); scale.y = (float)Math.sqrt(val[M10]*val[M10] + val[M11]*val[M11] + val[M12]*val[M12]); scale.z = (float)Math.sqrt(val[M20]*val[M20] + val[M21]*val[M21] + val[M22]*val[M22]); return scale; } /** removes the translational part and transposes the matrix. */ public Matrix4 toNormalMatrix () { val[M03] = 0; val[M13] = 0; val[M23] = 0; return inv().tra(); } // @off /*JNI #include <memory.h> #include <stdio.h> #include <string.h> #define M00 0 #define M01 4 #define M02 8 #define M03 12 #define M10 1 #define M11 5 #define M12 9 #define M13 13 #define M20 2 #define M21 6 #define M22 10 #define M23 14 #define M30 3 #define M31 7 #define M32 11 #define M33 15 static inline void matrix4_mul(float* mata, float* matb) { float tmp[16]; tmp[M00] = mata[M00] * matb[M00] + mata[M01] * matb[M10] + mata[M02] * matb[M20] + mata[M03] * matb[M30]; tmp[M01] = mata[M00] * matb[M01] + mata[M01] * matb[M11] + mata[M02] * matb[M21] + mata[M03] * matb[M31]; tmp[M02] = mata[M00] * matb[M02] + mata[M01] * matb[M12] + mata[M02] * matb[M22] + mata[M03] * matb[M32]; tmp[M03] = mata[M00] * matb[M03] + mata[M01] * matb[M13] + mata[M02] * matb[M23] + mata[M03] * matb[M33]; tmp[M10] = mata[M10] * matb[M00] + mata[M11] * matb[M10] + mata[M12] * matb[M20] + mata[M13] * matb[M30]; tmp[M11] = mata[M10] * matb[M01] + mata[M11] * matb[M11] + mata[M12] * matb[M21] + mata[M13] * matb[M31]; tmp[M12] = mata[M10] * matb[M02] + mata[M11] * matb[M12] + mata[M12] * matb[M22] + mata[M13] * matb[M32]; tmp[M13] = mata[M10] * matb[M03] + mata[M11] * matb[M13] + mata[M12] * matb[M23] + mata[M13] * matb[M33]; tmp[M20] = mata[M20] * matb[M00] + mata[M21] * matb[M10] + mata[M22] * matb[M20] + mata[M23] * matb[M30]; tmp[M21] = mata[M20] * matb[M01] + mata[M21] * matb[M11] + mata[M22] * matb[M21] + mata[M23] * matb[M31]; tmp[M22] = mata[M20] * matb[M02] + mata[M21] * matb[M12] + mata[M22] * matb[M22] + mata[M23] * matb[M32]; tmp[M23] = mata[M20] * matb[M03] + mata[M21] * matb[M13] + mata[M22] * matb[M23] + mata[M23] * matb[M33]; tmp[M30] = mata[M30] * matb[M00] + mata[M31] * matb[M10] + mata[M32] * matb[M20] + mata[M33] * matb[M30]; tmp[M31] = mata[M30] * matb[M01] + mata[M31] * matb[M11] + mata[M32] * matb[M21] + mata[M33] * matb[M31]; tmp[M32] = mata[M30] * matb[M02] + mata[M31] * matb[M12] + mata[M32] * matb[M22] + mata[M33] * matb[M32]; tmp[M33] = mata[M30] * matb[M03] + mata[M31] * matb[M13] + mata[M32] * matb[M23] + mata[M33] * matb[M33]; memcpy(mata, tmp, sizeof(float) * 16); } static inline float matrix4_det(float* val) { return val[M30] * val[M21] * val[M12] * val[M03] - val[M20] * val[M31] * val[M12] * val[M03] - val[M30] * val[M11] * val[M22] * val[M03] + val[M10] * val[M31] * val[M22] * val[M03] + val[M20] * val[M11] * val[M32] * val[M03] - val[M10] * val[M21] * val[M32] * val[M03] - val[M30] * val[M21] * val[M02] * val[M13] + val[M20] * val[M31] * val[M02] * val[M13] + val[M30] * val[M01] * val[M22] * val[M13] - val[M00] * val[M31] * val[M22] * val[M13] - val[M20] * val[M01] * val[M32] * val[M13] + val[M00] * val[M21] * val[M32] * val[M13] + val[M30] * val[M11] * val[M02] * val[M23] - val[M10] * val[M31] * val[M02] * val[M23] - val[M30] * val[M01] * val[M12] * val[M23] + val[M00] * val[M31] * val[M12] * val[M23] + val[M10] * val[M01] * val[M32] * val[M23] - val[M00] * val[M11] * val[M32] * val[M23] - val[M20] * val[M11] * val[M02] * val[M33] + val[M10] * val[M21] * val[M02] * val[M33] + val[M20] * val[M01] * val[M12] * val[M33] - val[M00] * val[M21] * val[M12] * val[M33] - val[M10] * val[M01] * val[M22] * val[M33] + val[M00] * val[M11] * val[M22] * val[M33]; } static inline bool matrix4_inv(float* val) { float tmp[16]; float l_det = matrix4_det(val); if (l_det == 0) return false; tmp[M00] = val[M12] * val[M23] * val[M31] - val[M13] * val[M22] * val[M31] + val[M13] * val[M21] * val[M32] - val[M11] * val[M23] * val[M32] - val[M12] * val[M21] * val[M33] + val[M11] * val[M22] * val[M33]; tmp[M01] = val[M03] * val[M22] * val[M31] - val[M02] * val[M23] * val[M31] - val[M03] * val[M21] * val[M32] + val[M01] * val[M23] * val[M32] + val[M02] * val[M21] * val[M33] - val[M01] * val[M22] * val[M33]; tmp[M02] = val[M02] * val[M13] * val[M31] - val[M03] * val[M12] * val[M31] + val[M03] * val[M11] * val[M32] - val[M01] * val[M13] * val[M32] - val[M02] * val[M11] * val[M33] + val[M01] * val[M12] * val[M33]; tmp[M03] = val[M03] * val[M12] * val[M21] - val[M02] * val[M13] * val[M21] - val[M03] * val[M11] * val[M22] + val[M01] * val[M13] * val[M22] + val[M02] * val[M11] * val[M23] - val[M01] * val[M12] * val[M23]; tmp[M10] = val[M13] * val[M22] * val[M30] - val[M12] * val[M23] * val[M30] - val[M13] * val[M20] * val[M32] + val[M10] * val[M23] * val[M32] + val[M12] * val[M20] * val[M33] - val[M10] * val[M22] * val[M33]; tmp[M11] = val[M02] * val[M23] * val[M30] - val[M03] * val[M22] * val[M30] + val[M03] * val[M20] * val[M32] - val[M00] * val[M23] * val[M32] - val[M02] * val[M20] * val[M33] + val[M00] * val[M22] * val[M33]; tmp[M12] = val[M03] * val[M12] * val[M30] - val[M02] * val[M13] * val[M30] - val[M03] * val[M10] * val[M32] + val[M00] * val[M13] * val[M32] + val[M02] * val[M10] * val[M33] - val[M00] * val[M12] * val[M33]; tmp[M13] = val[M02] * val[M13] * val[M20] - val[M03] * val[M12] * val[M20] + val[M03] * val[M10] * val[M22] - val[M00] * val[M13] * val[M22] - val[M02] * val[M10] * val[M23] + val[M00] * val[M12] * val[M23]; tmp[M20] = val[M11] * val[M23] * val[M30] - val[M13] * val[M21] * val[M30] + val[M13] * val[M20] * val[M31] - val[M10] * val[M23] * val[M31] - val[M11] * val[M20] * val[M33] + val[M10] * val[M21] * val[M33]; tmp[M21] = val[M03] * val[M21] * val[M30] - val[M01] * val[M23] * val[M30] - val[M03] * val[M20] * val[M31] + val[M00] * val[M23] * val[M31] + val[M01] * val[M20] * val[M33] - val[M00] * val[M21] * val[M33]; tmp[M22] = val[M01] * val[M13] * val[M30] - val[M03] * val[M11] * val[M30] + val[M03] * val[M10] * val[M31] - val[M00] * val[M13] * val[M31] - val[M01] * val[M10] * val[M33] + val[M00] * val[M11] * val[M33]; tmp[M23] = val[M03] * val[M11] * val[M20] - val[M01] * val[M13] * val[M20] - val[M03] * val[M10] * val[M21] + val[M00] * val[M13] * val[M21] + val[M01] * val[M10] * val[M23] - val[M00] * val[M11] * val[M23]; tmp[M30] = val[M12] * val[M21] * val[M30] - val[M11] * val[M22] * val[M30] - val[M12] * val[M20] * val[M31] + val[M10] * val[M22] * val[M31] + val[M11] * val[M20] * val[M32] - val[M10] * val[M21] * val[M32]; tmp[M31] = val[M01] * val[M22] * val[M30] - val[M02] * val[M21] * val[M30] + val[M02] * val[M20] * val[M31] - val[M00] * val[M22] * val[M31] - val[M01] * val[M20] * val[M32] + val[M00] * val[M21] * val[M32]; tmp[M32] = val[M02] * val[M11] * val[M30] - val[M01] * val[M12] * val[M30] - val[M02] * val[M10] * val[M31] + val[M00] * val[M12] * val[M31] + val[M01] * val[M10] * val[M32] - val[M00] * val[M11] * val[M32]; tmp[M33] = val[M01] * val[M12] * val[M20] - val[M02] * val[M11] * val[M20] + val[M02] * val[M10] * val[M21] - val[M00] * val[M12] * val[M21] - val[M01] * val[M10] * val[M22] + val[M00] * val[M11] * val[M22]; float inv_det = 1.0f / l_det; val[M00] = tmp[M00] * inv_det; val[M01] = tmp[M01] * inv_det; val[M02] = tmp[M02] * inv_det; val[M03] = tmp[M03] * inv_det; val[M10] = tmp[M10] * inv_det; val[M11] = tmp[M11] * inv_det; val[M12] = tmp[M12] * inv_det; val[M13] = tmp[M13] * inv_det; val[M20] = tmp[M20] * inv_det; val[M21] = tmp[M21] * inv_det; val[M22] = tmp[M22] * inv_det; val[M23] = tmp[M23] * inv_det; val[M30] = tmp[M30] * inv_det; val[M31] = tmp[M31] * inv_det; val[M32] = tmp[M32] * inv_det; val[M33] = tmp[M33] * inv_det; return true; } static inline void matrix4_mulVec(float* mat, float* vec) { float x = vec[0] * mat[M00] + vec[1] * mat[M01] + vec[2] * mat[M02] + mat[M03]; float y = vec[0] * mat[M10] + vec[1] * mat[M11] + vec[2] * mat[M12] + mat[M13]; float z = vec[0] * mat[M20] + vec[1] * mat[M21] + vec[2] * mat[M22] + mat[M23]; vec[0] = x; vec[1] = y; vec[2] = z; } static inline void matrix4_proj(float* mat, float* vec) { float inv_w = 1.0f / (vec[0] * mat[M30] + vec[1] * mat[M31] + vec[2] * mat[M32] + mat[M33]); float x = (vec[0] * mat[M00] + vec[1] * mat[M01] + vec[2] * mat[M02] + mat[M03]) * inv_w; float y = (vec[0] * mat[M10] + vec[1] * mat[M11] + vec[2] * mat[M12] + mat[M13]) * inv_w; float z = (vec[0] * mat[M20] + vec[1] * mat[M21] + vec[2] * mat[M22] + mat[M23]) * inv_w; vec[0] = x; vec[1] = y; vec[2] = z; } static inline void matrix4_rot(float* mat, float* vec) { float x = vec[0] * mat[M00] + vec[1] * mat[M01] + vec[2] * mat[M02]; float y = vec[0] * mat[M10] + vec[1] * mat[M11] + vec[2] * mat[M12]; float z = vec[0] * mat[M20] + vec[1] * mat[M21] + vec[2] * mat[M22]; vec[0] = x; vec[1] = y; vec[2] = z; } */ /** Multiplies the matrix mata with matrix matb, storing the result in mata. The arrays are assumed to hold 4x4 column major * matrices as you can get from {@link Matrix4#val}. This is the same as {@link Matrix4#mul(Matrix4)}. * * @param mata the first matrix. * @param matb the second matrix. */ public static native void mul (float[] mata, float[] matb) /*-{ }-*/; /* matrix4_mul(mata, matb); */ /** Multiplies the vector with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get * from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being the first element, y being * the second and z being the last component. The result is stored in the vector array. This is the same as * {@link Vector3#mul(Matrix4)}. * @param mat the matrix * @param vec the vector. */ public static native void mulVec (float[] mat, float[] vec) /*-{ }-*/; /* matrix4_mulVec(mat, vec); */ /** Multiplies the vectors with the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get * from {@link Matrix4#val}. The vectors array is assumed to hold 3-component vectors. Offset specifies the offset into the * array where the x-component of the first vector is located. The numVecs parameter specifies the number of vectors stored in * the vectors array. The stride parameter specifies the number of floats between subsequent vectors and must be >= 3. This is * the same as {@link Vector3#mul(Matrix4)} applied to multiple vectors. * * @param mat the matrix * @param vecs the vectors * @param offset the offset into the vectors array * @param numVecs the number of vectors * @param stride the stride between vectors in floats */ public static native void mulVec (float[] mat, float[] vecs, int offset, int numVecs, int stride) /*-{ }-*/; /* float* vecPtr = vecs + offset; for(int i = 0; i < numVecs; i++) { matrix4_mulVec(mat, vecPtr); vecPtr += stride; } */ /** Multiplies the vector with the given matrix, performing a division by w. The matrix array is assumed to hold a 4x4 column * major matrix as you can get from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being * the first element, y being the second and z being the last component. The result is stored in the vector array. This is the * same as {@link Vector3#prj(Matrix4)}. * @param mat the matrix * @param vec the vector. */ public static native void prj (float[] mat, float[] vec) /*-{ }-*/; /* matrix4_proj(mat, vec); */ /** Multiplies the vectors with the given matrix, , performing a division by w. The matrix array is assumed to hold a 4x4 column * major matrix as you can get from {@link Matrix4#val}. The vectors array is assumed to hold 3-component vectors. Offset * specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter specifies * the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between subsequent * vectors and must be >= 3. This is the same as {@link Vector3#prj(Matrix4)} applied to multiple vectors. * * @param mat the matrix * @param vecs the vectors * @param offset the offset into the vectors array * @param numVecs the number of vectors * @param stride the stride between vectors in floats */ public static native void prj (float[] mat, float[] vecs, int offset, int numVecs, int stride) /*-{ }-*/; /* float* vecPtr = vecs + offset; for(int i = 0; i < numVecs; i++) { matrix4_proj(mat, vecPtr); vecPtr += stride; } */ /** Multiplies the vector with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4 column * major matrix as you can get from {@link Matrix4#val}. The vector array is assumed to hold a 3-component vector, with x being * the first element, y being the second and z being the last component. The result is stored in the vector array. This is the * same as {@link Vector3#rot(Matrix4)}. * @param mat the matrix * @param vec the vector. */ public static native void rot (float[] mat, float[] vec) /*-{ }-*/; /* matrix4_rot(mat, vec); */ /** Multiplies the vectors with the top most 3x3 sub-matrix of the given matrix. The matrix array is assumed to hold a 4x4 * column major matrix as you can get from {@link Matrix4#val}. The vectors array is assumed to hold 3-component vectors. * Offset specifies the offset into the array where the x-component of the first vector is located. The numVecs parameter * specifies the number of vectors stored in the vectors array. The stride parameter specifies the number of floats between * subsequent vectors and must be >= 3. This is the same as {@link Vector3#rot(Matrix4)} applied to multiple vectors. * * @param mat the matrix * @param vecs the vectors * @param offset the offset into the vectors array * @param numVecs the number of vectors * @param stride the stride between vectors in floats */ public static native void rot (float[] mat, float[] vecs, int offset, int numVecs, int stride) /*-{ }-*/; /* float* vecPtr = vecs + offset; for(int i = 0; i < numVecs; i++) { matrix4_rot(mat, vecPtr); vecPtr += stride; } */ /** Computes the inverse of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get from * {@link Matrix4#val}. * @param values the matrix values. * @return false in case the inverse could not be calculated, true otherwise. */ public static native boolean inv (float[] values) /*-{ }-*/; /* return matrix4_inv(values); */ /** Computes the determinante of the given matrix. The matrix array is assumed to hold a 4x4 column major matrix as you can get * from {@link Matrix4#val}. * @param values the matrix values. * @return the determinante. */ public static native float det (float[] values) /*-{ }-*/; /* return matrix4_det(values); */ // @on /** Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' * glTranslate/glRotate/glScale * @param translation * @return This matrix for the purpose of chaining methods together. */ public Matrix4 translate (Vector3 translation) { return translate(translation.x, translation.y, translation.z); } /** Postmultiplies this matrix by a translation matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale. * @param x Translation in the x-axis. * @param y Translation in the y-axis. * @param z Translation in the z-axis. * @return This matrix for the purpose of chaining methods together. */ public Matrix4 translate (float x, float y, float z) { tmp[M00] = 1; tmp[M01] = 0; tmp[M02] = 0; tmp[M03] = x; tmp[M10] = 0; tmp[M11] = 1; tmp[M12] = 0; tmp[M13] = y; tmp[M20] = 0; tmp[M21] = 0; tmp[M22] = 1; tmp[M23] = z; tmp[M30] = 0; tmp[M31] = 0; tmp[M32] = 0; tmp[M33] = 1; mul(val, tmp); return this; } /** Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale. * * @param axis The vector axis to rotate around. * @param degrees The angle in degrees. * @return This matrix for the purpose of chaining methods together. */ public Matrix4 rotate (Vector3 axis, float degrees) { if (degrees == 0) return this; quat.set(axis, degrees); return rotate(quat); } /** Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale * @param axisX The x-axis component of the vector to rotate around. * @param axisY The y-axis component of the vector to rotate around. * @param axisZ The z-axis component of the vector to rotate around. * @param degrees The angle in degrees * @return This matrix for the purpose of chaining methods together. */ public Matrix4 rotate (float axisX, float axisY, float axisZ, float degrees) { if (degrees == 0) return this; quat.setFromAxis(axisX, axisY, axisZ, degrees); return rotate(quat); } /** Postmultiplies this matrix with a (counter-clockwise) rotation matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale. * * @param rotation * @return This matrix for the purpose of chaining methods together. */ public Matrix4 rotate (Quaternion rotation) { rotation.toMatrix(tmp); mul(val, tmp); return this; } /** Postmultiplies this matrix by the rotation between two vectors. * @param v1 The base vector * @param v2 The target vector * @return This matrix for the purpose of chaining methods together */ public Matrix4 rotate (final Vector3 v1, final Vector3 v2) { return rotate(quat.setFromCross(v1, v2)); } /** Postmultiplies this matrix with a scale matrix. Postmultiplication is also used by OpenGL ES' 1.x * glTranslate/glRotate/glScale. * @param scaleX The scale in the x-axis. * @param scaleY The scale in the y-axis. * @param scaleZ The scale in the z-axis. * @return This matrix for the purpose of chaining methods together. */ public Matrix4 scale (float scaleX, float scaleY, float scaleZ) { tmp[M00] = scaleX; tmp[M01] = 0; tmp[M02] = 0; tmp[M03] = 0; tmp[M10] = 0; tmp[M11] = scaleY; tmp[M12] = 0; tmp[M13] = 0; tmp[M20] = 0; tmp[M21] = 0; tmp[M22] = scaleZ; tmp[M23] = 0; tmp[M30] = 0; tmp[M31] = 0; tmp[M32] = 0; tmp[M33] = 1; mul(val, tmp); return this; } }